188 lines
7.1 KiB
C++
188 lines
7.1 KiB
C++
#include <destrum/Graphics/Camera.h>
|
|
#include <destrum/Input/InputManager.h>
|
|
|
|
#include <iostream>
|
|
#include <glm/gtc/matrix_inverse.hpp>
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
#include <glm/gtx/string_cast.hpp>
|
|
|
|
#include "glm/gtx/norm.hpp"
|
|
|
|
|
|
Camera::Camera(const glm::vec3& position, const glm::vec3& up): m_position{position}, m_up{up} {
|
|
}
|
|
|
|
void Camera::Update(float deltaTime) {
|
|
auto& input = InputManager::GetInstance();
|
|
|
|
// --- tuning ---
|
|
float moveSpeed = m_movementSpeed;
|
|
if (input.IsKeyDown(SDL_SCANCODE_LSHIFT) || input.IsKeyDown(SDL_SCANCODE_RSHIFT)) {
|
|
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)
|
|
// =========================
|
|
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
|
|
|
|
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
|
|
m_yaw += rx * padLookSpeed * deltaTime;
|
|
m_pitch += ry * padLookSpeed * deltaTime;
|
|
}
|
|
|
|
// Clamp pitch again after modifications
|
|
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;
|
|
|
|
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_up = glm::normalize(glm::cross(m_right, m_forward));
|
|
|
|
// keep target mode off when manually controlled
|
|
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);
|
|
} else {
|
|
m_viewMatrix = glm::lookAt(m_position, m_position + m_forward, m_up);
|
|
}
|
|
|
|
m_invMatrix = glm::inverse(m_viewMatrix);
|
|
}
|
|
|
|
void Camera::CalculateProjectionMatrix() {
|
|
m_projectionMatrix = glm::perspectiveRH_ZO(glm::radians(fovAngle), m_aspectRatio, m_zNear, m_zFar);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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
|
|
);
|
|
|
|
// 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)));
|
|
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);
|
|
}
|