2019-07-25 11:52:09 +00:00
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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#pragma once
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.hpp>
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namespace vk
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{
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namespace su
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{
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class CameraManipulator
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{
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public:
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enum class Action { None, Orbit, Dolly, Pan, LookAround };
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enum class Mode { Examine, Fly, Walk, Trackball };
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enum class MouseButton { None, Left, Middle, Right };
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enum class ModifierFlagBits { Shift = 1, Ctrl = 2, Alt = 4 };
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2020-01-21 11:01:35 +00:00
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using ModifierFlags = vk::Flags<ModifierFlagBits>;
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2019-07-25 11:52:09 +00:00
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public:
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CameraManipulator();
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glm::vec3 const& getCameraPosition() const;
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glm::vec3 const& getCenterPosition() const;
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glm::mat4 const& getMatrix() const;
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Mode getMode() const;
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glm::ivec2 const& getMousePosition() const;
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float getRoll() const;
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float getSpeed() const;
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glm::vec3 const& getUpVector() const;
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glm::u32vec2 const& getWindowSize() const;
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Action mouseMove(glm::ivec2 const& position, MouseButton mouseButton, ModifierFlags & modifiers);
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void setLookat(const glm::vec3& cameraPosition, const glm::vec3& centerPosition, const glm::vec3& upVector);
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void setMode(Mode mode);
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void setMousePosition(glm::ivec2 const& position);
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void setRoll(float roll); // roll in radians
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void setSpeed(float speed);
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void setWindowSize(glm::ivec2 const& size);
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void wheel(int value);
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private:
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void dolly(glm::vec2 const& delta);
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void motion(glm::ivec2 const& position, Action action = Action::None);
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void orbit(glm::vec2 const& delta, bool invert = false);
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void pan(glm::vec2 const& delta);
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double projectOntoTBSphere(const glm::vec2& p);
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void trackball(glm::ivec2 const& position);
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void update();
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private:
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glm::vec3 m_cameraPosition = glm::vec3(10, 10, 10);
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glm::vec3 m_centerPosition = glm::vec3(0, 0, 0);
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glm::vec3 m_upVector = glm::vec3(0, 1, 0);
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float m_roll = 0; // Rotation around the Z axis in RAD
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glm::mat4 m_matrix = glm::mat4(1);
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glm::u32vec2 m_windowSize = glm::u32vec2(1, 1);
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float m_speed = 30.0f;
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glm::ivec2 m_mousePosition = glm::ivec2(0, 0);
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Mode m_mode = Mode::Examine;
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};
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} // namespace su
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} // namespace vk
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