mirror of
https://github.com/KhronosGroup/Vulkan-Hpp.git
synced 2024-10-14 16:32:17 +00:00
440 lines
12 KiB
C++
440 lines
12 KiB
C++
// 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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// ignore warning 4127: conditional expression is constant
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#if defined( _MSC_VER )
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# pragma warning( disable : 4127 )
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#elif defined( __clang__ )
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# if ( 10 <= __clang_major__ )
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# pragma clang diagnostic ignored "-Wdeprecated-volatile" // to keep glm/detail/type_half.inl compiling
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# endif
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#elif defined( __GNUC__ )
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// don't know how to switch off that warning here
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#else
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// unknow compiler... just ignore the warnings for yourselves ;)
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#endif
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#include "CameraManipulator.hpp"
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#include <glm/glm.hpp>
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#include <glm/gtx/rotate_vector.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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const float trackballSize = 0.8f;
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//-----------------------------------------------------------------------------
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// MATH functions
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//
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template <typename T>
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bool isZero( const T & _a )
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{
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return fabs( _a ) < std::numeric_limits<T>::epsilon();
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}
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template <typename T>
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bool isOne( const T & _a )
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{
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return areEqual( _a, (T)1 );
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}
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inline float sign( float s )
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{
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return ( s < 0.f ) ? -1.f : 1.f;
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}
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CameraManipulator::CameraManipulator()
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{
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update();
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}
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glm::vec3 const & CameraManipulator::getCameraPosition() const
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{
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return m_cameraPosition;
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}
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glm::vec3 const & CameraManipulator::getCenterPosition() const
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{
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return m_centerPosition;
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}
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glm::mat4 const & CameraManipulator::getMatrix() const
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{
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return m_matrix;
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}
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CameraManipulator::Mode CameraManipulator::getMode() const
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{
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return m_mode;
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}
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glm::ivec2 const & CameraManipulator::getMousePosition() const
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{
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return m_mousePosition;
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}
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float CameraManipulator::getRoll() const
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{
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return m_roll;
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}
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float CameraManipulator::getSpeed() const
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{
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return m_speed;
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}
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glm::vec3 const & CameraManipulator::getUpVector() const
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{
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return m_upVector;
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}
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glm::u32vec2 const & CameraManipulator::getWindowSize() const
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{
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return m_windowSize;
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}
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CameraManipulator::Action
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CameraManipulator::mouseMove( glm::ivec2 const & position, MouseButton mouseButton, ModifierFlags & modifiers )
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{
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Action curAction = Action::None;
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switch ( mouseButton )
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{
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case MouseButton::Left:
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if ( ( ( modifiers & ModifierFlagBits::Ctrl ) && ( modifiers & ModifierFlagBits::Shift ) ) ||
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( modifiers & ModifierFlagBits::Alt ) )
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{
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curAction = m_mode == Mode::Examine ? Action::LookAround : Action::Orbit;
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}
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else if ( modifiers & ModifierFlagBits::Shift )
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{
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curAction = Action::Dolly;
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}
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else if ( modifiers & ModifierFlagBits::Ctrl )
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{
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curAction = Action::Pan;
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}
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else
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{
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curAction = m_mode == Mode::Examine ? Action::Orbit : Action::LookAround;
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}
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break;
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case MouseButton::Middle: curAction = Action::Pan; break;
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case MouseButton::Right: curAction = Action::Dolly; break;
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default: assert( false );
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}
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assert( curAction != Action::None );
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motion( position, curAction );
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return curAction;
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}
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void CameraManipulator::setLookat( const glm::vec3 & cameraPosition,
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const glm::vec3 & centerPosition,
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const glm::vec3 & upVector )
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{
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m_cameraPosition = cameraPosition;
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m_centerPosition = centerPosition;
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m_upVector = upVector;
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update();
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}
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void CameraManipulator::setMode( Mode mode )
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{
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m_mode = mode;
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}
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void CameraManipulator::setMousePosition( glm::ivec2 const & position )
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{
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m_mousePosition = position;
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}
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void CameraManipulator::setRoll( float roll )
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{
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m_roll = roll;
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update();
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}
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void CameraManipulator::setSpeed( float speed )
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{
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m_speed = speed;
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}
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void CameraManipulator::setWindowSize( glm::ivec2 const & size )
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{
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m_windowSize = size;
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}
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void CameraManipulator::wheel( int value )
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{
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float fValue = static_cast<float>( value );
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float dx = ( fValue * std::abs( fValue ) ) / static_cast<float>( m_windowSize[0] );
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glm::vec3 z = m_cameraPosition - m_centerPosition;
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float length = z.length() * 0.1f;
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length = length < 0.001f ? 0.001f : length;
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dx *= m_speed;
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dolly( glm::vec2( dx, dx ) );
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update();
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}
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void CameraManipulator::dolly( glm::vec2 const & delta )
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{
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glm::vec3 z = m_centerPosition - m_cameraPosition;
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float length = glm::length( z );
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// We are at the point of interest, and don't know any direction, so do nothing!
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if ( isZero( length ) )
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{
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return;
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}
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// Use the larger movement.
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float dd;
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if ( m_mode != Mode::Examine )
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{
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dd = -delta[1];
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}
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else
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{
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dd = fabs( delta[0] ) > fabs( delta[1] ) ? delta[0] : -delta[1];
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}
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float factor = m_speed * dd / length;
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// Adjust speed based on distance.
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length /= 10;
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length = length < 0.001f ? 0.001f : length;
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factor *= length;
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// Don't move to or through the point of interest.
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if ( 1.0f <= factor )
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{
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return;
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}
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z *= factor;
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// Not going up
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if ( m_mode == Mode::Walk )
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{
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if ( m_upVector.y > m_upVector.z )
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{
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z.y = 0;
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}
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else
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{
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z.z = 0;
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}
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}
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m_cameraPosition += z;
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// In fly mode, the interest moves with us.
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if ( m_mode != Mode::Examine )
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{
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m_centerPosition += z;
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}
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}
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void CameraManipulator::motion( glm::ivec2 const & position, Action action )
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{
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glm::vec2 delta( float( position[0] - m_mousePosition[0] ) / float( m_windowSize[0] ),
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float( position[1] - m_mousePosition[1] ) / float( m_windowSize[1] ) );
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switch ( action )
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{
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case Action::Orbit:
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if ( m_mode == Mode::Trackball )
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{
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orbit( delta, true ); // trackball(position);
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}
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else
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{
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orbit( delta, false );
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}
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break;
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case Action::Dolly: dolly( delta ); break;
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case Action::Pan: pan( delta ); break;
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case Action::LookAround:
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if ( m_mode == Mode::Trackball )
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{
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trackball( position );
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}
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else
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{
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orbit( glm::vec2( delta[0], -delta[1] ), true );
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}
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break;
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default: break;
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}
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update();
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m_mousePosition = position;
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}
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void CameraManipulator::orbit( glm::vec2 const & delta, bool invert )
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{
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if ( isZero( delta[0] ) && isZero( delta[1] ) )
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{
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return;
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}
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// Full width will do a full turn
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float dx = delta[0] * float( glm::two_pi<float>() );
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float dy = delta[1] * float( glm::two_pi<float>() );
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// Get the camera
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glm::vec3 origin( invert ? m_cameraPosition : m_centerPosition );
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glm::vec3 position( invert ? m_centerPosition : m_cameraPosition );
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// Get the length of sight
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glm::vec3 centerToEye( position - origin );
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float radius = glm::length( centerToEye );
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centerToEye = glm::normalize( centerToEye );
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// Find the rotation around the UP axis (Y)
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glm::vec3 zAxis( centerToEye );
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glm::mat4 yRotation = glm::rotate( -dx, m_upVector );
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// Apply the (Y) rotation to the eye-center vector
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glm::vec4 tmpVector = yRotation * glm::vec4( centerToEye.x, centerToEye.y, centerToEye.z, 0.0f );
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centerToEye = glm::vec3( tmpVector.x, tmpVector.y, tmpVector.z );
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// Find the rotation around the X vector: cross between eye-center and up (X)
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glm::vec3 xAxis = glm::cross( m_upVector, zAxis );
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xAxis = glm::normalize( xAxis );
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glm::mat4 xRotation = glm::rotate( -dy, xAxis );
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// Apply the (X) rotation to the eye-center vector
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tmpVector = xRotation * glm::vec4( centerToEye.x, centerToEye.y, centerToEye.z, 0 );
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glm::vec3 rotatedVector( tmpVector.x, tmpVector.y, tmpVector.z );
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if ( sign( rotatedVector.x ) == sign( centerToEye.x ) )
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{
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centerToEye = rotatedVector;
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}
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// Make the vector as long as it was originally
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centerToEye *= radius;
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// Finding the new position
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glm::vec3 newPosition = centerToEye + origin;
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if ( !invert )
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{
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m_cameraPosition = newPosition; // Normal: change the position of the camera
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}
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else
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{
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m_centerPosition = newPosition; // Inverted: change the interest point
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}
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}
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void CameraManipulator::pan( glm::vec2 const & delta )
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{
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glm::vec3 z( m_cameraPosition - m_centerPosition );
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float length = static_cast<float>( glm::length( z ) ) / 0.785f; // 45 degrees
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z = glm::normalize( z );
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glm::vec3 x = glm::normalize( glm::cross( m_upVector, z ) );
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glm::vec3 y = glm::normalize( glm::cross( z, x ) );
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x *= -delta[0] * length;
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y *= delta[1] * length;
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if ( m_mode == Mode::Fly )
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{
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x = -x;
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y = -y;
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}
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m_cameraPosition += x + y;
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m_centerPosition += x + y;
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}
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double CameraManipulator::projectOntoTBSphere( const glm::vec2 & p )
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{
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double z;
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double d = length( p );
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if ( d < trackballSize * 0.70710678118654752440 )
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{
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// inside sphere
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z = sqrt( trackballSize * trackballSize - d * d );
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}
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else
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{
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// on hyperbola
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double t = trackballSize / 1.41421356237309504880;
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z = t * t / d;
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}
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return z;
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}
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void CameraManipulator::trackball( glm::ivec2 const & position )
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{
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glm::vec2 p0( 2 * ( m_mousePosition[0] - m_windowSize[0] / 2 ) / double( m_windowSize[0] ),
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2 * ( m_windowSize[1] / 2 - m_mousePosition[1] ) / double( m_windowSize[1] ) );
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glm::vec2 p1( 2 * ( position[0] - m_windowSize[0] / 2 ) / double( m_windowSize[0] ),
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2 * ( m_windowSize[1] / 2 - position[1] ) / double( m_windowSize[1] ) );
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// determine the z coordinate on the sphere
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glm::vec3 pTB0( p0[0], p0[1], projectOntoTBSphere( p0 ) );
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glm::vec3 pTB1( p1[0], p1[1], projectOntoTBSphere( p1 ) );
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// calculate the rotation axis via cross product between p0 and p1
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glm::vec3 axis = glm::cross( pTB0, pTB1 );
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axis = glm::normalize( axis );
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// calculate the angle
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float t = glm::length( pTB0 - pTB1 ) / ( 2.f * trackballSize );
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// clamp between -1 and 1
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if ( t > 1.0f )
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{
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t = 1.0f;
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}
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else if ( t < -1.0f )
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{
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t = -1.0f;
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}
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float rad = 2.0f * asin( t );
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{
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glm::vec4 rot_axis = m_matrix * glm::vec4( axis, 0 );
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glm::mat4 rot_mat = glm::rotate( rad, glm::vec3( rot_axis.x, rot_axis.y, rot_axis.z ) );
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glm::vec3 pnt = m_cameraPosition - m_centerPosition;
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glm::vec4 pnt2 = rot_mat * glm::vec4( pnt.x, pnt.y, pnt.z, 1 );
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m_cameraPosition = m_centerPosition + glm::vec3( pnt2.x, pnt2.y, pnt2.z );
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glm::vec4 up2 = rot_mat * glm::vec4( m_upVector.x, m_upVector.y, m_upVector.z, 0 );
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m_upVector = glm::vec3( up2.x, up2.y, up2.z );
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}
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}
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void CameraManipulator::update()
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{
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m_matrix = glm::lookAt( m_cameraPosition, m_centerPosition, m_upVector );
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if ( !isZero( m_roll ) )
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{
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glm::mat4 rot = glm::rotate( m_roll, glm::vec3( 0, 0, 1 ) );
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m_matrix = m_matrix * rot;
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}
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}
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} // namespace su
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} // namespace vk
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