Files
PrimeWorldEditor/src/Core/Render/CCamera.cpp
Lioncache edbbe9f097 CCamera: Simplify ValidatePitch()
We can just use std::clamp here.
2025-12-08 19:48:24 -05:00

280 lines
7.4 KiB
C++

#include "CCamera.h"
#include "CGraphics.h"
#include <Common/Math/CQuaternion.h>
#include <Common/Math/MathUtil.h>
#include <algorithm>
const float CCamera::default_move_speed = 1.0f;
const float CCamera::default_look_speed = 1.0f;
CCamera::CCamera()
: mYaw(-Math::skHalfPi)
{
ResetOrbit();
}
// todo: make it actually look at the target!
// don't actually use this constructor, it's unfinished and won't work properly
CCamera::CCamera(CVector3f Position, CVector3f /*Target*/)
: mPosition(Position)
, mYaw(-Math::skHalfPi)
{
}
void CCamera::Pan(float XAmount, float YAmount)
{
if (mMode == ECameraMoveMode::Free)
{
mPosition += mRightVector * (XAmount * mMoveSpeed);
mPosition += mUpVector * (YAmount * mMoveSpeed);
mTransformDirty = true;
mViewDirty = true;
mFrustumPlanesDirty = true;
}
else
Rotate(-XAmount * 0.3f, YAmount * 0.3f);
}
void CCamera::Rotate(float XAmount, float YAmount)
{
mYaw -= (XAmount * mLookSpeed * 0.3f);
mPitch -= (YAmount * mLookSpeed * 0.3f);
ValidatePitch();
mTransformDirty = true;
mViewDirty = true;
mFrustumPlanesDirty = true;
}
void CCamera::Zoom(float Amount)
{
if (mMode == ECameraMoveMode::Free)
mPosition += mDirection * (Amount * mMoveSpeed);
else
{
mOrbitDistance -= Amount * mMoveSpeed;
mTransformDirty = true;
}
mViewDirty = true;
mFrustumPlanesDirty = true;
}
void CCamera::Snap(CVector3f Position)
{
mPosition = Position;
mYaw = -Math::skHalfPi;
mPitch = 0.0f;
mTransformDirty = true;
mViewDirty = true;
mFrustumPlanesDirty = true;
}
void CCamera::ProcessKeyInput(FKeyInputs KeyFlags, double DeltaTime)
{
const auto FDeltaTime = static_cast<float>(DeltaTime);
// Generally the camera moves at a fixed rate without any modifier
// key held down. However in a lot of editors, it's a little more intuitive
// to allow holding down e.g. Shift for a toggleable speed.
const auto is_shift_pressed = (KeyFlags & EKeyInput::Shift) != 0;
mMoveSpeed = is_shift_pressed ? 2.0f : default_move_speed;
if (KeyFlags & EKeyInput::W) Zoom(FDeltaTime * 25.f);
if (KeyFlags & EKeyInput::S) Zoom(-FDeltaTime * 25.f);
if (KeyFlags & EKeyInput::Q) Pan(0, -FDeltaTime * 25.f);
if (KeyFlags & EKeyInput::E) Pan(0, FDeltaTime * 25.f);
if (KeyFlags & EKeyInput::A) Pan(-FDeltaTime * 25.f, 0);
if (KeyFlags & EKeyInput::D) Pan(FDeltaTime * 25.f, 0);
}
void CCamera::ProcessMouseInput(FKeyInputs KeyFlags, FMouseInputs MouseFlags, float XMovement, float YMovement)
{
// Free Camera
if (mMode == ECameraMoveMode::Free)
{
if (MouseFlags & EMouseInput::MiddleButton)
{
if (KeyFlags & EKeyInput::Ctrl) Zoom(-YMovement * 0.2f);
else Pan(-XMovement, YMovement);
}
else if (MouseFlags & EMouseInput::RightButton) Rotate(XMovement, YMovement);
}
// Orbit Camera
else if (mMode == ECameraMoveMode::Orbit)
{
if ((MouseFlags & EMouseInput::MiddleButton) || (MouseFlags & EMouseInput::RightButton))
Pan(-XMovement, YMovement);
}
}
CRay CCamera::CastRay(CVector2f DeviceCoords) const
{
const CMatrix4f InverseVP = (ViewMatrix().Transpose() * ProjectionMatrix().Transpose()).Inverse();
const auto RayOrigin = CVector3f(DeviceCoords.X, DeviceCoords.Y, -1.f) * InverseVP;
const auto RayTarget = CVector3f(DeviceCoords.X, DeviceCoords.Y, 0.f) * InverseVP;
const auto RayDir = (RayTarget - RayOrigin).Normalized();
return {RayOrigin, RayDir};
}
void CCamera::SetMoveMode(ECameraMoveMode Mode)
{
mMode = Mode;
mViewDirty = true;
mFrustumPlanesDirty = true;
if (mMode == ECameraMoveMode::Orbit)
mTransformDirty = true;
}
void CCamera::SetOrbit(const CVector3f& OrbitTarget, float Distance)
{
mOrbitTarget = OrbitTarget;
mOrbitDistance = Distance;
if (mMode == ECameraMoveMode::Orbit)
{
mTransformDirty = true;
mViewDirty = true;
mFrustumPlanesDirty = true;
}
}
void CCamera::SetOrbit(const CAABox& OrbitTarget, float DistScale /*= 1.75f*/)
{
mOrbitTarget = OrbitTarget.Center();
// Determine orbit radius, which should be enough to cover the entire box with some buffer room
float Dist = OrbitTarget.Center().Distance(OrbitTarget.Max());
mOrbitDistance = Dist * DistScale;
if (mMode == ECameraMoveMode::Orbit)
{
mTransformDirty = true;
mViewDirty = true;
mFrustumPlanesDirty = true;
}
}
void CCamera::SetOrbitTarget(const CVector3f& rkOrbitTarget)
{
mOrbitTarget = rkOrbitTarget;
if (mMode == ECameraMoveMode::Orbit)
{
mTransformDirty = true;
mViewDirty = true;
mFrustumPlanesDirty = true;
}
}
void CCamera::SetOrbitDistance(float Distance)
{
mOrbitDistance = Distance;
if (mMode == ECameraMoveMode::Orbit)
{
mTransformDirty = true;
mViewDirty = true;
mFrustumPlanesDirty = true;
}
}
void CCamera::LoadMatrices() const
{
CGraphics::sMVPBlock.ViewMatrix = ViewMatrix();
CGraphics::sMVPBlock.ProjectionMatrix = ProjectionMatrix();
CGraphics::UpdateMVPBlock();
}
CTransform4f CCamera::GetCameraTransform() const
{
CTransform4f Out = CTransform4f::skIdentity;
Out.SetRotationFromAxes(mRightVector, mDirection, mUpVector);
Out.SetTranslation(mPosition);
return Out;
}
// ************ PRIVATE ************
void CCamera::ValidatePitch()
{
// This function mainly just exists to ensure the camera doesn't flip upside down
mPitch = std::clamp(mPitch, -Math::skHalfPi, Math::skHalfPi);
}
void CCamera::UpdateTransform() const
{
// Transform should be marked dirty when pitch, yaw, or orbit target/distance are changed
if (mTransformDirty)
{
mDirection = CVector3f(
cos(mPitch) * cos(mYaw),
cos(mPitch) * sin(mYaw),
sin(mPitch)
);
mRightVector = CVector3f(
cos(mYaw - Math::skHalfPi),
sin(mYaw - Math::skHalfPi),
0
);
mUpVector = mRightVector.Cross(mDirection);
// Update position
if (mMode == ECameraMoveMode::Orbit)
{
if (mOrbitDistance < 1.f) mOrbitDistance = 1.f;
mPosition = mOrbitTarget + (mDirection * -mOrbitDistance);
}
mViewDirty = true;
mFrustumPlanesDirty = true;
mTransformDirty = false;
}
}
void CCamera::UpdateView() const
{
UpdateTransform();
if (mViewDirty)
{
mViewMatrix = CMatrix4f(
mRightVector.X, mRightVector.Y, mRightVector.Z, -mRightVector.Dot(mPosition),
mUpVector.X, mUpVector.Y, mUpVector.Z, -mUpVector.Dot(mPosition),
-mDirection.X, -mDirection.Y, -mDirection.Z, mDirection.Dot(mPosition),
0.f, 0.f, 0.f, 1.f
);
mViewDirty = false;
}
}
void CCamera::UpdateProjection() const
{
if (mProjectionDirty)
{
mProjectionMatrix = Math::PerspectiveMatrix(55.f, mAspectRatio, 0.1f, 4096.f);
mProjectionDirty = false;
}
}
void CCamera::UpdateFrustum() const
{
UpdateTransform();
if (mFrustumPlanesDirty)
{
mFrustumPlanes.SetPlanes(mPosition, mDirection, 55.f, mAspectRatio, 0.1f, 4096.f);
mFrustumPlanesDirty = false;
}
}