// 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 #if defined( _MSC_VER ) # pragma warning( push ) # pragma warning( disable : 4127 ) // conditional expression is constant (glm) #elif defined( __clang__ ) // no need to ignore any warnings with clang #elif defined( __GNUC__ ) # if ( 10 <= __GNUC__ ) && ( 201703L < __cplusplus ) # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wvolatile" # endif #endif #include #if defined( _MSC_VER ) # pragma warning( pop ) #elif defined( __clang__ ) // no need to ignore any warnings with clang #elif defined( __GNUC__ ) # if ( 10 <= __GNUC__ ) && ( 201703L < __cplusplus ) # pragma GCC diagnostic pop # endif #endif #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