MODEL LOADING BABY WORKS

This commit is contained in:
2026-01-20 00:13:54 +01:00
parent 87dcbb50ec
commit b9878f2a06
31 changed files with 755 additions and 252 deletions
+78 -116
View File
@@ -6,11 +6,13 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/string_cast.hpp>
#include <glm/gtx/norm.hpp>
#include "glm/gtx/norm.hpp"
Camera::Camera(const glm::vec3& position, const glm::vec3& up): m_position{position}, m_up{up} {
Camera::Camera(const glm::vec3& position, const glm::vec3& up)
: m_position{position}, m_up{up} {
// Initialize yaw to -90 degrees so the camera faces -Z by default
m_yaw = -glm::half_pi<float>();
m_pitch = 0.0f;
}
void Camera::Update(float deltaTime) {
@@ -22,166 +24,126 @@ void Camera::Update(float deltaTime) {
moveSpeed *= 2.0f;
}
// Controller speed boost (pad0 LB)
const SDL_JoystickID pad0 = input.GetPadInstanceId(0);
if (pad0 >= 0 && input.IsPadButtonDown(pad0, SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) {
moveSpeed *= 3.0f;
}
// Clamp pitch like your old code
m_pitch = glm::clamp(m_pitch, -glm::half_pi<float>() + 0.01f, glm::half_pi<float>() - 0.01f);
// =========================
// Movement (Keyboard)
// Look Input (Keyboard & Controller)
// =========================
glm::vec3 move(0.0f);
if (input.IsKeyDown(SDL_SCANCODE_W)) move += m_forward;
if (input.IsKeyDown(SDL_SCANCODE_S)) move -= m_forward;
if (input.IsKeyDown(SDL_SCANCODE_D)) move += m_right;
if (input.IsKeyDown(SDL_SCANCODE_A)) move -= m_right;
if (input.IsKeyDown(SDL_SCANCODE_Q)) move += m_up;
if (input.IsKeyDown(SDL_SCANCODE_E)) move -= m_up;
if (glm::length2(move) > 0.0f) {
move = glm::normalize(move);
m_position += move * (moveSpeed * deltaTime);
}
// =========================
// Movement (Controller)
// =========================
if (pad0 >= 0) {
const float lx = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTX); // [-1..1]
const float ly = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTY); // [-1..1]
// SDL Y is typically +down, so invert for "forward"
glm::vec3 padMove(0.0f);
padMove += m_forward * (-ly);
padMove += m_right * ( lx);
// Triggers for vertical movement (optional)
// SDL controller triggers are axes too: 0..1-ish after normalization in our helper, but signless.
// With our NormalizeAxis, triggers will sit near 0 until pressed (depending on mapping).
// If your NormalizeAxis maps triggers weirdly, swap to raw event value approach.
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
const float vertical = (rt - lt);
padMove += m_up * vertical;
if (glm::length2(padMove) > 0.0001f) {
// do NOT normalize: preserve analog magnitude for smooth movement
m_position += padMove * (moveSpeed * deltaTime);
}
}
// =========================
// Look (Keyboard arrows only)
// =========================
// Use radians/sec so framerate-independent
const float keyLookSpeed = glm::radians(120.0f); // degrees per second
const float keyLookSpeed = glm::radians(120.0f);
if (input.IsKeyDown(SDL_SCANCODE_UP)) m_pitch += keyLookSpeed * deltaTime;
if (input.IsKeyDown(SDL_SCANCODE_DOWN)) m_pitch -= keyLookSpeed * deltaTime;
if (input.IsKeyDown(SDL_SCANCODE_LEFT)) m_yaw -= keyLookSpeed * deltaTime;
if (input.IsKeyDown(SDL_SCANCODE_RIGHT)) m_yaw += keyLookSpeed * deltaTime;
// =========================
// Look (Controller right stick)
// =========================
if (pad0 >= 0) {
const float rx = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_RIGHTX);
const float ry = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_RIGHTY);
const float padLookSpeed = 2.2f; // radians/sec at full deflection
const float padLookSpeed = 2.2f;
m_yaw += rx * padLookSpeed * deltaTime;
m_pitch += ry * padLookSpeed * deltaTime;
m_pitch -= ry * padLookSpeed * deltaTime; // Inverted to match stick convention
}
// Clamp pitch again after modifications
// Clamp pitch to prevent flipping over the top
m_pitch = glm::clamp(m_pitch, -glm::half_pi<float>() + 0.01f, glm::half_pi<float>() - 0.01f);
// Recompute basis from yaw/pitch (same convention you used)
const glm::mat4 yawMatrix = glm::rotate(glm::mat4(1.0f), -m_yaw, glm::vec3(0, 1, 0));
const glm::mat4 pitchMatrix = glm::rotate(glm::mat4(1.0f), m_pitch, glm::vec3(0, 0, 1));
const glm::mat4 rotation = yawMatrix * pitchMatrix;
// =========================
// Update Basis Vectors
// =========================
// Standard Spherical to Cartesian coordinates (Y-Up, Right-Handed)
glm::vec3 front;
front.x = cos(m_yaw) * cos(m_pitch);
front.y = sin(m_pitch);
front.z = sin(m_yaw) * cos(m_pitch);
m_forward = glm::normalize(glm::vec3(rotation * glm::vec4(1, 0, 0, 0))); // +X forward
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
m_forward = glm::normalize(front);
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0))); // World Up
m_up = glm::normalize(glm::cross(m_right, m_forward));
// keep target mode off when manually controlled
m_useTarget = false;
// =========================
// Movement Input
// =========================
glm::vec3 move(0.0f);
if (input.IsKeyDown(SDL_SCANCODE_W)) move += m_forward;
if (input.IsKeyDown(SDL_SCANCODE_S)) move -= m_forward;
if (input.IsKeyDown(SDL_SCANCODE_D)) move += m_right;
if (input.IsKeyDown(SDL_SCANCODE_A)) move -= m_right;
if (input.IsKeyDown(SDL_SCANCODE_Q)) move += glm::vec3(0, 1, 0); // Absolute Up
if (input.IsKeyDown(SDL_SCANCODE_E)) move -= glm::vec3(0, 1, 0); // Absolute Down
if (glm::length2(move) > 0.0f) {
m_position += glm::normalize(move) * (moveSpeed * deltaTime);
}
// Controller Movement
if (pad0 >= 0) {
const float lx = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTX);
const float ly = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_LEFTY);
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
glm::vec3 padMove = (m_forward * -ly) + (m_right * lx) + (glm::vec3(0, 1, 0) * (lt - rt));
if (glm::length2(padMove) > 0.0001f) {
m_position += padMove * (moveSpeed * deltaTime);
}
}
m_useTarget = false;
CalculateProjectionMatrix();
CalculateViewMatrix();
}
void Camera::CalculateViewMatrix() {
if (m_useTarget) {
m_forward = glm::normalize(m_target - m_position);
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
m_up = glm::normalize(glm::cross(m_right, m_forward));
m_viewMatrix = glm::lookAt(m_position, m_target, m_up);
m_viewMatrix = glm::lookAt(m_position, m_target, glm::vec3(0, 1, 0));
} else {
m_viewMatrix = glm::lookAt(m_position, m_position + m_forward, m_up);
}
m_invMatrix = glm::inverse(m_viewMatrix);
}
void Camera::CalculateProjectionMatrix() {
// RH_ZO: Right-Handed, Zero-to-One depth (Vulkan/D3D standard)
m_projectionMatrix = glm::perspectiveRH_ZO(glm::radians(fovAngle), m_aspectRatio, m_zNear, m_zFar);
// CRITICAL VULKAN FIX: Flip Y-axis
// This keeps the world upright and fixes winding order issues
m_projectionMatrix[1][1] *= -1;
}
void Camera::ClearTarget() {
m_useTarget = false;
m_forward = glm::normalize(m_target - m_position);
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
m_up = glm::normalize(glm::cross(m_right, m_forward));
}
void Camera::SetTarget(const glm::vec3& target) {
m_target = target;
m_useTarget = true;
// m_forward = glm::normalize(m_target - m_position);
// m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
// m_up = glm::normalize(glm::cross(m_right, m_forward));
}
void Camera::Target(const glm::vec3& target) {
glm::vec3 directionToTarget = glm::normalize(target - m_position);
m_forward = glm::normalize(target - m_position);
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
m_up = glm::normalize(glm::cross(m_right, m_forward));
m_viewMatrix = glm::lookAt(m_position, m_position + m_forward, m_up);
m_invMatrix = glm::inverse(m_viewMatrix);
}
// ---------------------------------------------------------
// Helpers to keep orientation consistent
// ---------------------------------------------------------
void Camera::SetRotation(float yawRadians, float pitchRadians) {
m_yaw = yawRadians;
m_pitch = glm::clamp(
pitchRadians,
-glm::half_pi<float>() + 0.001f,
glm::half_pi<float>() - 0.001f
);
m_pitch = glm::clamp(pitchRadians, -glm::half_pi<float>() + 0.001f, glm::half_pi<float>() - 0.001f);
// Yaw around world Y, pitch around local Z (same convention you used)
const glm::mat4 yawMatrix = glm::rotate(glm::mat4(1.0f), -m_yaw, glm::vec3(0, 1, 0));
const glm::mat4 pitchMatrix = glm::rotate(glm::mat4(1.0f), m_pitch, glm::vec3(0, 0, 1));
const glm::mat4 rotation = yawMatrix * pitchMatrix;
// Forward is +X in your camera space
m_forward = glm::normalize(glm::vec3(rotation * glm::vec4(1, 0, 0, 0)));
glm::vec3 front;
front.x = cos(m_yaw) * cos(m_pitch);
front.y = sin(m_pitch);
front.z = sin(m_yaw) * cos(m_pitch);
m_forward = glm::normalize(front);
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
m_up = glm::normalize(glm::cross(m_right, m_forward));
m_useTarget = false; // rotation overrides target mode
}
void Camera::SetRotation(const glm::vec2& yawPitchRadians) {
SetRotation(yawPitchRadians.x, yawPitchRadians.y);
}
void Camera::SetTarget(const glm::vec3& target) {
}
void Camera::ClearTarget() {
}
void Camera::Target(const glm::vec3& target) {
m_target = target;
m_useTarget = true;
m_forward = glm::normalize(target - m_position);
m_right = glm::normalize(glm::cross(m_forward, glm::vec3(0, 1, 0)));
m_up = glm::normalize(glm::cross(m_right, m_forward));
}