// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // #pragma once #include #include namespace vk { namespace su { class CameraManipulator { public: enum class Action { None, Orbit, Dolly, Pan, LookAround }; enum class Mode { Examine, Fly, Walk, Trackball }; enum class MouseButton { None, Left, Middle, Right }; enum class ModifierFlagBits : uint32_t { Shift = 1, Ctrl = 2, Alt = 4 }; using ModifierFlags = vk::Flags; public: CameraManipulator(); glm::vec3 const& getCameraPosition() const; glm::vec3 const& getCenterPosition() const; glm::mat4 const& getMatrix() const; Mode getMode() const; glm::ivec2 const& getMousePosition() const; float getRoll() const; float getSpeed() const; glm::vec3 const& getUpVector() const; glm::u32vec2 const& getWindowSize() const; Action mouseMove(glm::ivec2 const& position, MouseButton mouseButton, ModifierFlags & modifiers); void setLookat(const glm::vec3& cameraPosition, const glm::vec3& centerPosition, const glm::vec3& upVector); void setMode(Mode mode); void setMousePosition(glm::ivec2 const& position); void setRoll(float roll); // roll in radians void setSpeed(float speed); void setWindowSize(glm::ivec2 const& size); void wheel(int value); private: void dolly(glm::vec2 const& delta); void motion(glm::ivec2 const& position, Action action = Action::None); void orbit(glm::vec2 const& delta, bool invert = false); void pan(glm::vec2 const& delta); double projectOntoTBSphere(const glm::vec2& p); void trackball(glm::ivec2 const& position); void update(); private: glm::vec3 m_cameraPosition = glm::vec3(10, 10, 10); glm::vec3 m_centerPosition = glm::vec3(0, 0, 0); glm::vec3 m_upVector = glm::vec3(0, 1, 0); float m_roll = 0; // Rotation around the Z axis in RAD glm::mat4 m_matrix = glm::mat4(1); glm::u32vec2 m_windowSize = glm::u32vec2(1, 1); float m_speed = 30.0f; glm::ivec2 m_mousePosition = glm::ivec2(0, 0); Mode m_mode = Mode::Examine; }; } // namespace su } // namespace vk