mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
293 lines
6.5 KiB
C++
293 lines
6.5 KiB
C++
#include "SimpleCamera.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "Bullet3Common/b3Matrix3x3.h"
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struct SimpleCameraInternalData
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{
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SimpleCameraInternalData()
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:m_cameraTargetPosition(b3MakeVector3(0,0,0)),
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m_cameraDistance(20),
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m_cameraUp(b3MakeVector3(0,1,0)),
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m_cameraUpAxis(1),
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m_cameraForward(b3MakeVector3(1,0,0)),
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m_frustumZNear(1),
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m_frustumZFar(10000),
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m_yaw(20),
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m_pitch(0),
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m_aspect(1)
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{
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}
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b3Vector3 m_cameraTargetPosition;
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float m_cameraDistance;
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b3Vector3 m_cameraUp;
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b3Vector3 m_cameraForward;
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int m_cameraUpAxis;
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//the m_cameraPosition is a cached value, recomputed from other values
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b3Vector3 m_cameraPosition;
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float m_yaw;
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float m_pitch;
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float m_aspect;
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float m_frustumZNear;
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float m_frustumZFar;
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};
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SimpleCamera::SimpleCamera()
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{
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m_data = new SimpleCameraInternalData;
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}
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SimpleCamera::~SimpleCamera()
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{
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delete m_data;
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}
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static void b3CreateFrustum(
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float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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float frustum[16])
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{
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frustum[0*4+0] = (float(2) * nearVal) / (right - left);
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frustum[0*4+1] = float(0);
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frustum[0*4+2] = float(0);
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frustum[0*4+3] = float(0);
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frustum[1*4+0] = float(0);
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frustum[1*4+1] = (float(2) * nearVal) / (top - bottom);
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frustum[1*4+2] = float(0);
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frustum[1*4+3] = float(0);
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frustum[2*4+0] = (right + left) / (right - left);
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frustum[2*4+1] = (top + bottom) / (top - bottom);
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frustum[2*4+2] = -(farVal + nearVal) / (farVal - nearVal);
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frustum[2*4+3] = float(-1);
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frustum[3*4+0] = float(0);
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frustum[3*4+1] = float(0);
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frustum[3*4+2] = -(float(2) * farVal * nearVal) / (farVal - nearVal);
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frustum[3*4+3] = float(0);
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}
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static void b3CreateDiagonalMatrix(float value, float result[4][4])
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{
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for (int i=0;i<4;i++)
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{
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for (int j=0;j<4;j++)
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{
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if (i==j)
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{
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result[i][j] = value;
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} else
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{
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result[i][j] = 0.f;
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}
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}
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}
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}
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static void b3CreateOrtho(float left, float right, float bottom, float top, float zNear, float zFar, float result[4][4])
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{
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b3CreateDiagonalMatrix(1.f,result);
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result[0][0] = 2.f / (right - left);
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result[1][1] = 2.f / (top - bottom);
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result[2][2] = - 2.f / (zFar - zNear);
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result[3][0] = - (right + left) / (right - left);
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result[3][1] = - (top + bottom) / (top - bottom);
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result[3][2] = - (zFar + zNear) / (zFar - zNear);
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}
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static void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, float result[16])
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{
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b3Vector3 f = (center - eye).normalized();
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b3Vector3 u = up.normalized();
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b3Vector3 s = (f.cross(u)).normalized();
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u = s.cross(f);
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result[0*4+0] = s.x;
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result[1*4+0] = s.y;
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result[2*4+0] = s.z;
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result[0*4+1] = u.x;
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result[1*4+1] = u.y;
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result[2*4+1] = u.z;
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result[0*4+2] =-f.x;
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result[1*4+2] =-f.y;
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result[2*4+2] =-f.z;
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result[0*4+3] = 0.f;
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result[1*4+3] = 0.f;
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result[2*4+3] = 0.f;
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result[3*4+0] = -s.dot(eye);
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result[3*4+1] = -u.dot(eye);
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result[3*4+2] = f.dot(eye);
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result[3*4+3] = 1.f;
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}
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void SimpleCamera::setCameraUpAxis(int upAxis)
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{
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m_data->m_cameraUpAxis = upAxis;
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update();
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}
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int SimpleCamera::getCameraUpAxis() const
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{
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return m_data->m_cameraUpAxis;
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}
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void SimpleCamera::update()
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{
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int forwardAxis(-1);
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switch (m_data->m_cameraUpAxis)
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{
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case 1:
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forwardAxis = 2;
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m_data->m_cameraUp = b3MakeVector3(0,1,0);
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//gLightPos = b3MakeVector3(-50.f,100,30);
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break;
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case 2:
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forwardAxis = 1;
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m_data->m_cameraUp = b3MakeVector3(0,0,1);
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//gLightPos = b3MakeVector3(-50.f,30,100);
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break;
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default:
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{
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b3Assert(0);
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return;
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}
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};
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b3Vector3 eyePos = b3MakeVector3(0,0,0);
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eyePos[forwardAxis] = -m_data->m_cameraDistance;
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m_data->m_cameraForward = b3MakeVector3(eyePos[0],eyePos[1],eyePos[2]);
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if (m_data->m_cameraForward.length2() < B3_EPSILON)
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{
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m_data->m_cameraForward.setValue(1.f,0.f,0.f);
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} else
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{
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m_data->m_cameraForward.normalize();
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}
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// m_azi=m_azi+0.01;
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b3Scalar rele = m_data->m_yaw * b3Scalar(0.01745329251994329547);// rads per deg
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b3Scalar razi = m_data->m_pitch * b3Scalar(0.01745329251994329547);// rads per deg
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b3Quaternion rot(m_data->m_cameraUp,razi);
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b3Vector3 right = m_data->m_cameraUp.cross(m_data->m_cameraForward);
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b3Quaternion roll(right,-rele);
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eyePos = b3Matrix3x3(rot) * b3Matrix3x3(roll) * eyePos;
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m_data->m_cameraPosition = eyePos;
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m_data->m_cameraPosition+= m_data->m_cameraTargetPosition;
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}
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void SimpleCamera::getCameraProjectionMatrix(float projectionMatrix[16]) const
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{
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b3CreateFrustum(-m_data->m_aspect * m_data->m_frustumZNear, m_data->m_aspect * m_data->m_frustumZNear, -m_data->m_frustumZNear,m_data->m_frustumZNear, m_data->m_frustumZNear, m_data->m_frustumZFar,projectionMatrix);
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}
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void SimpleCamera::getCameraViewMatrix(float viewMatrix[16]) const
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{
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b3CreateLookAt(m_data->m_cameraPosition,m_data->m_cameraTargetPosition,m_data->m_cameraUp,viewMatrix);
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}
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void SimpleCamera::getCameraTargetPosition(float pos[3]) const
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{
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pos[0] =m_data->m_cameraTargetPosition[0];
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pos[1] =m_data->m_cameraTargetPosition[1];
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pos[2] =m_data->m_cameraTargetPosition[2];
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}
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void SimpleCamera::getCameraPosition(float pos[3]) const
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{
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pos[0] =m_data->m_cameraPosition[0];
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pos[1] =m_data->m_cameraPosition[1];
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pos[2] =m_data->m_cameraPosition[2];
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}
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void SimpleCamera::setCameraTargetPosition(float x,float y,float z)
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{
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m_data->m_cameraTargetPosition.setValue(x,y,z);
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update();
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}
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float SimpleCamera::getCameraDistance() const
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{
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return m_data->m_cameraDistance;
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}
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void SimpleCamera::setCameraDistance(float dist)
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{
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m_data->m_cameraDistance = dist;
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update();
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}
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void SimpleCamera::setCameraUpVector(float x,float y ,float z)
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{
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m_data->m_cameraUp.setValue(x,y,z);
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update();
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}
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void SimpleCamera::getCameraUpVector(float up[3]) const
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{
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up[0] = float(m_data->m_cameraUp[0]);
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up[1] = float(m_data->m_cameraUp[1]);
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up[2] = float(m_data->m_cameraUp[2]);
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}
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void SimpleCamera::setCameraYaw(float yaw)
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{
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m_data->m_yaw = yaw;
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update();
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}
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float SimpleCamera::getCameraYaw() const
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{
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return m_data->m_yaw;
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}
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void SimpleCamera::setCameraPitch(float pitch)
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{
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m_data->m_pitch = pitch;
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update();
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}
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void SimpleCamera::setAspectRatio(float ratio)
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{
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m_data->m_aspect = ratio;
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update();
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}
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float SimpleCamera::getCameraPitch() const
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{
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return m_data->m_pitch;
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}
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float SimpleCamera::getAspectRatio() const
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{
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return m_data->m_aspect;
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}
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