mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
434 lines
9.8 KiB
C++
434 lines
9.8 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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#include "Bullet3Common/b3Transform.h"
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B3_ATTRIBUTE_ALIGNED16(struct)
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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_cameraForward(b3MakeVector3(1, 0, 0)),
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m_cameraUpAxis(1),
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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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m_frustumZNear(0.01),
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m_frustumZFar(1000),
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m_enableVR(false)
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{
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b3Transform tr;
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tr.setIdentity();
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tr.getOpenGLMatrix(m_offsetTransformVR);
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}
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B3_DECLARE_ALIGNED_ALLOCATOR();
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B3_ATTRIBUTE_ALIGNED16(float)
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m_offsetTransformVR[16];
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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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bool m_enableVR;
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float m_viewMatrixVR[16];
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float m_projectionMatrixVR[16];
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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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void SimpleCamera::setVRCamera(const float viewMat[16], const float projectionMatrix[16])
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{
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m_data->m_enableVR = true;
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b3Matrix3x3 vm;
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vm.setValue(viewMat[0], viewMat[4], viewMat[8],
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viewMat[1], viewMat[5], viewMat[9],
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viewMat[2], viewMat[6], viewMat[10]);
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b3Vector3 vp = b3MakeVector3(viewMat[12], viewMat[13], viewMat[14]);
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b3Transform tr;
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tr.setBasis(vm);
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tr.setOrigin(vp);
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b3Transform cp = tr.inverse();
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m_data->m_cameraPosition = cp.getOrigin();
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for (int i = 0; i < 16; i++)
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{
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m_data->m_viewMatrixVR[i] = viewMat[i];
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m_data->m_projectionMatrixVR[i] = projectionMatrix[i];
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m_data->m_frustumZNear = m_data->m_projectionMatrixVR[14] / (m_data->m_projectionMatrixVR[10] - 1);
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m_data->m_frustumZFar = m_data->m_projectionMatrixVR[14] / (m_data->m_projectionMatrixVR[10] + 1);
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}
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}
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bool SimpleCamera::getVRCamera(float viewMat[16], float projectionMatrix[16])
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{
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if (m_data->m_enableVR)
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{
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for (int i = 0; i < 16; i++)
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{
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viewMat[i] = m_data->m_viewMatrixVR[i];
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projectionMatrix[i] = m_data->m_projectionMatrixVR[i];
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}
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}
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return false;
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}
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void SimpleCamera::disableVRCamera()
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{
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m_data->m_enableVR = false;
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}
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bool SimpleCamera::isVRCamera() const
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{
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return m_data->m_enableVR;
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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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#if 0
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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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#endif
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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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b3Scalar yawRad = m_data->m_yaw * b3Scalar(0.01745329251994329547); // rads per deg
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b3Scalar pitchRad = m_data->m_pitch * b3Scalar(0.01745329251994329547); // rads per deg
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b3Scalar rollRad = 0.0;
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b3Quaternion eyeRot;
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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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eyeRot.setEulerZYX(rollRad, yawRad, -pitchRad);
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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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eyeRot.setEulerZYX(yawRad, rollRad, pitchRad);
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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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eyePos = b3Matrix3x3(eyeRot) * 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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m_data->m_cameraForward = m_data->m_cameraTargetPosition - m_data->m_cameraPosition;
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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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}
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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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}
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void SimpleCamera::getCameraProjectionMatrix(float projectionMatrix[16]) const
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{
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if (m_data->m_enableVR)
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{
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for (int i = 0; i < 16; i++)
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{
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projectionMatrix[i] = m_data->m_projectionMatrixVR[i];
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}
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}
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else
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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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}
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void SimpleCamera::setVRCameraOffsetTransform(const float offset[16])
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{
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for (int i = 0; i < 16; i++)
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{
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m_data->m_offsetTransformVR[i] = offset[i];
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}
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}
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void SimpleCamera::getCameraViewMatrix(float viewMatrix[16]) const
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{
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if (m_data->m_enableVR)
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{
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for (int i = 0; i < 16; i++)
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{
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b3Transform tr;
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tr.setFromOpenGLMatrix(m_data->m_viewMatrixVR);
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b3Transform shift = b3Transform::getIdentity();
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shift.setFromOpenGLMatrix(m_data->m_offsetTransformVR);
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tr = tr * shift;
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tr.getOpenGLMatrix(viewMatrix);
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//viewMatrix[i] = m_data->m_viewMatrixVR[i];
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}
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}
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else
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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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}
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void SimpleCamera::getCameraTargetPosition(double 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(double 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::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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if (m_data->m_enableVR)
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{
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float viewMatTotal[16];
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getCameraViewMatrix(viewMatTotal);
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up[0] = viewMatTotal[0];
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up[1] = viewMatTotal[4];
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up[2] = viewMatTotal[8];
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}
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else
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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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}
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void SimpleCamera::getCameraForwardVector(float fwd[3]) const
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{
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if (m_data->m_enableVR)
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{
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float viewMatTotal[16];
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getCameraViewMatrix(viewMatTotal);
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fwd[0] = viewMatTotal[2];
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fwd[1] = viewMatTotal[6];
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fwd[2] = viewMatTotal[10];
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}
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else
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{
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fwd[0] = float(m_data->m_cameraForward[0]);
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fwd[1] = float(m_data->m_cameraForward[1]);
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fwd[2] = float(m_data->m_cameraForward[2]);
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}
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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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float SimpleCamera::getCameraFrustumFar() const
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{
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return m_data->m_frustumZFar;
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}
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float SimpleCamera::getCameraFrustumNear() const
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{
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return m_data->m_frustumZNear;
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}
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void SimpleCamera::setCameraFrustumFar(float far)
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{
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m_data->m_frustumZFar = far;
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}
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void SimpleCamera::setCameraFrustumNear(float near)
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{
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m_data->m_frustumZNear = near;
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}
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