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Camera.cpp
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315 lines (251 loc) · 7.29 KB
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#include "Defines.h"
#include "Camera.h"
#include <cstdint>
#include <iomanip>
Camera::Camera()
:pitch(0), yaw(0), rotationSpeed(0), speed(0)
{
this->right = { 1,0,0 };//x
this->up = { 0,1,0 };//y
this->forward = { 0,0,1 };//z
// Builds a view matrix for a left-handed coordinate system using a camera position, an up direction, and a focal point, XMLoadFloat3 = Loads an XMFLOAT3 into an XMVECTOR
this->viewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&pos), forward, up);
// Builds a left-handed perspective projection matrix based on a field of view, XM_PIDIV4 = π/4
perspectiveMatrix = XMMatrixPerspectiveFovLH(XM_PIDIV4, (float)1024 / float(576), 0.1f, 100.0f);
this->direction = forward;
}
Camera::Camera(float fov, float aspectRatio, float nearZ, float farZ, float rotationSpeed, float speed, XMFLOAT3 pos)
:pos(pos), pitch(0), yaw(-XM_PIDIV2), rotationSpeed(rotationSpeed), speed(speed)
{
this->up = { 0,1,0 }; // Y
this->forward = { 0, 0, 1 }; // Z
this->right = { 1,0,0 }; // X
this->viewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&pos), forward, up);
this->perspectiveMatrix = XMMatrixPerspectiveFovLH(fov, aspectRatio, nearZ, farZ);
this->direction = forward;
this->fov = fov;
this->aspectRatio = aspectRatio;
this->nearZ = nearZ;
this->farZ = farZ;
}
void Camera::MoveRight(float dt)
{
XMVECTOR forwardVec = XMVector3Transform(forward, XMMatrixRotationRollPitchYaw(pitch, yaw, 0.0f) * XMMatrixScaling(speed, speed, speed));
XMVECTOR rightVec = XMVector3Cross(up, forwardVec);
rightVec = XMVector3Normalize(rightVec);
XMFLOAT3 rightFloat;
XMStoreFloat3(&rightFloat, rightVec);
pos.x += rightFloat.x * dt * speed;
pos.y += rightFloat.y * dt * speed;
pos.z += rightFloat.z * dt * speed;
}
void Camera::MoveForward(float dt)
{
XMVECTOR forwardVec = XMVector3Transform(forward,
XMMatrixRotationRollPitchYaw(pitch, yaw, 0.0f) *
XMMatrixScaling(speed, speed, speed));
forwardVec = XMVector3Normalize(forwardVec);
XMFLOAT3 forwardFloat;
XMStoreFloat3(&forwardFloat, forwardVec);
pos.x += forwardFloat.x * dt * speed;
pos.y += forwardFloat.y * dt * speed;
pos.z += forwardFloat.z * dt * speed;
}
void Camera::MoveUpDown(float dt)
{
XMVECTOR upDownVec = XMVector3Transform(moveUp,
XMMatrixRotationRollPitchYaw(pitch, yaw, 0.0f) *
XMMatrixScaling(speed, speed, speed));
upDownVec = XMVector3Normalize(upDownVec);
XMFLOAT3 upDownFloat;
XMStoreFloat3(&upDownFloat, upDownVec);
//position.x += upDownFloat.x * dt * speed;
pos.y += upDownFloat.y * dt * speed;
//position.z += upDownFloat.z * dt * speed;
}
void Camera::Rotate(float dx, float dy)
{
cubeX = dx;
cubeY = dy; //make get func for these
yaw = (yaw + dx * rotationSpeed);
yaw = (float)fmod((double)yaw + XM_PI, XM_2PI);
if (yaw < 0)
yaw += XM_2PI;
yaw -= XM_PI;
pitch = std::clamp(pitch + dy * rotationSpeed, 0.995f * -XM_PIDIV2, 0.995f * XM_PIDIV2);
//Clamps a variable to a given range[high – low].
}
void Camera::Update(float dt)
{
// Move and change the camera on key press
if (GetAsyncKeyState('W'))
{
MoveForward(dt);
}
if (GetAsyncKeyState('S'))
{
MoveForward(-dt);
}
if (GetAsyncKeyState('A'))
{
MoveRight(-dt);
}
if (GetAsyncKeyState('D'))
{
MoveRight(dt);
}
if (GetAsyncKeyState(VK_CONTROL))
{
MoveUpDown(dt);
}
if (GetAsyncKeyState(VK_SPACE))
{
MoveUpDown(-dt);
}
if (GetAsyncKeyState(VK_RIGHT))
{
Rotate(dt, 0);
}
if (GetAsyncKeyState(VK_LEFT))
{
Rotate(-dt, 0);
}
if (GetAsyncKeyState(VK_UP))
{
Rotate(0, -dt);
}
if (GetAsyncKeyState(VK_DOWN))
{
Rotate(0, dt);
}
const XMVECTOR lookAtVec = XMVector3Transform(forward, XMMatrixRotationRollPitchYaw(pitch, yaw, 0.0f));
const XMVECTOR target = XMLoadFloat3(&pos) + lookAtVec;
direction = XMVector3Normalize(lookAtVec);
this->viewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&pos), target, up);
}
void Camera::SetTargetPosition(float x, float y, float z)
{
this->lookAt = XMVectorSet(x, y, z, 1.0f);
}
void Camera::SetViewMatrixForCube(XMVECTOR eye, XMVECTOR lookAt, XMVECTOR upVec)
{
this->viewMatrix = XMMatrixLookAtLH(eye, lookAt, upVec);
}
void Camera::SetUpvector(float x, float y, float z)
{
this->upVector = XMVectorSet(x, y, z, 0.0f);
}
void Camera::SetPos(XMFLOAT3 pos)
{
this->pos = pos;
}
XMMATRIX Camera::ViewProj()const
{
return XMMatrixMultiply(this->viewMatrix, this->perspectiveMatrix);
}
XMFLOAT3 Camera::GetPosition()const
{
return this->pos;
}
float Camera::GetNearZ()
{
return this->nearZ;
};
float Camera::GetFarZ()
{
return this->farZ;
};
float Camera::GetRatio()
{
return this->aspectRatio;
};
float Camera::GetFov()
{
return this->fov;
};
XMVECTOR Camera::GetUpVector()
{
return this->up;
};
XMFLOAT3 Camera::GetPosition()
{
return this->pos;
}
XMMATRIX Camera::GetViewMatrix()
{
return this->viewMatrix;
};
XMMATRIX Camera::GetPerspectiveMatrix()
{
return this->perspectiveMatrix;
};
void Camera::LookAt(FXMVECTOR position, FXMVECTOR target, FXMVECTOR worldUp)
{
XMVECTOR L = XMVector3Normalize(XMVectorSubtract(target, position));
XMVECTOR R = XMVector3Normalize(XMVector3Cross(worldUp, L));
XMVECTOR U = XMVector3Cross(L, R);
XMStoreFloat3(&pos, position);
this->lookAt= L; //maybe this works?
this->right = R;
this->up = U;
}
void Camera::LookAt(const XMFLOAT3& pos, const XMFLOAT3& target, const XMFLOAT3& up)
{
XMVECTOR P = XMLoadFloat3(&pos);
XMVECTOR T = XMLoadFloat3(&target);
XMVECTOR U = XMLoadFloat3(&up);
LookAt(P, T, U);
}
void Camera::SetLens(float fovY, float aspect, float zn, float zf)
{
// cache properties
this->fov = fovY;
this->aspectRatio = aspect;
this->nearZ = zn;
this->farZ = zf;
//mNearWindowHeight = 2.0f * mNearZ * tanf(0.5f * mFovY);
//mFarWindowHeight = 2.0f * mFarZ * tanf(0.5f * mFovY);
XMMATRIX P = XMMatrixPerspectiveFovLH(this->fov, this->aspectRatio, this->nearZ, this->farZ);
this->perspectiveMatrix = P;
}
void Camera::UpdateViewMatrix()
{
XMVECTOR R = right;
XMVECTOR U = up;
XMVECTOR L = lookAt;
XMVECTOR P = XMLoadFloat3(&pos);
// Keep camera's axes orthogonal to each other and of unit length.
L = XMVector3Normalize(L);
U = XMVector3Normalize(XMVector3Cross(L, R));
// U, L already ortho-normal, so no need to normalize cross product.
R = XMVector3Cross(U, L);
// Fill in the view matrix entries.
float x = -XMVectorGetX(XMVector3Dot(P, R));
float y = -XMVectorGetX(XMVector3Dot(P, U));
float z = -XMVectorGetX(XMVector3Dot(P, L));
this->right = R;
this->up = U;
this->lookAt = L;
XMFLOAT4X4 tempView;
XMFLOAT3 tempRight, tempUp, tempLook;
XMStoreFloat3(&tempRight, right);
XMStoreFloat3(&tempUp, up);
XMStoreFloat3(&tempLook, lookAt);
tempView(0, 0) = tempRight.x;
tempView(1, 0) = tempRight.y;
tempView(2, 0) = tempRight.z;
tempView(3, 0) = x;
tempView(0, 1) = tempUp.x;
tempView(1, 1) = tempUp.y;
tempView(2, 1) = tempUp.z;
tempView(3, 1) = y;
tempView(0, 2) = tempLook.x;
tempView(1, 2) = tempLook.y;
tempView(2, 2) = tempLook.z;
tempView(3, 2) = z;
tempView(0, 3) = 0.0f;
tempView(1, 3) = 0.0f;
tempView(2, 3) = 0.0f;
tempView(3, 3) = 1.0f;
viewMatrix = XMLoadFloat4x4(&tempView);
}