- Updated README.md with modern project structure and features - Cleaned up Android build files (not needed for desktop engine) - Restructured as procedural 3D engine with ImGui integration - Based on Sascha Willems Vulkan framework with dynamic rendering - Added comprehensive build instructions and camera system docs 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
323 lines
No EOL
7.9 KiB
C++
323 lines
No EOL
7.9 KiB
C++
/*
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* Basic camera class providing a look-at and first-person camera
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*
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* Copyright (C) 2016-2024 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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class Camera
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{
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private:
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float fov;
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float znear, zfar;
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void updateViewMatrix()
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{
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glm::mat4 currentMatrix = matrices.view;
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if (useOrbitMode && type == CameraType::lookat) {
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// Orbit mode: position camera relative to orbit center using spherical coordinates
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updateOrbitPosition();
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// Use lookAt matrix for orbit mode
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matrices.view = glm::lookAt(position, orbitCenter, glm::vec3(0.0f, 1.0f, 0.0f));
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viewPos = glm::vec4(position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
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} else {
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// Standard Sascha camera behavior
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glm::mat4 rotM = glm::mat4(1.0f);
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glm::mat4 transM;
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rotM = glm::rotate(rotM, glm::radians(rotation.x * (flipY ? -1.0f : 1.0f)), glm::vec3(1.0f, 0.0f, 0.0f));
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rotM = glm::rotate(rotM, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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rotM = glm::rotate(rotM, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::vec3 translation = position;
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if (flipY) {
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translation.y *= -1.0f;
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}
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transM = glm::translate(glm::mat4(1.0f), translation);
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if (type == CameraType::firstperson)
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{
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matrices.view = rotM * transM;
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}
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else
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{
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matrices.view = transM * rotM;
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}
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viewPos = glm::vec4(position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
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}
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if (matrices.view != currentMatrix) {
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updated = true;
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}
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};
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public:
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enum CameraType { lookat, firstperson };
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CameraType type = CameraType::lookat;
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glm::vec3 rotation = glm::vec3();
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glm::vec3 position = glm::vec3();
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glm::vec4 viewPos = glm::vec4();
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// Orbit camera support
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glm::vec3 orbitCenter = glm::vec3(0.0f);
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float orbitDistance = 8.0f;
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bool useOrbitMode = false;
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float rotationSpeed = 1.0f;
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float movementSpeed = 1.0f;
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bool updated = true;
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bool flipY = false;
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struct
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{
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glm::mat4 perspective;
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glm::mat4 view;
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} matrices;
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struct
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{
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bool left = false;
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bool right = false;
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bool up = false;
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bool down = false;
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} keys;
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bool moving() const
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{
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return keys.left || keys.right || keys.up || keys.down;
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}
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float getNearClip() const {
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return znear;
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}
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float getFarClip() const {
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return zfar;
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}
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void setPerspective(float fov, float aspect, float znear, float zfar)
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{
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glm::mat4 currentMatrix = matrices.perspective;
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this->fov = fov;
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this->znear = znear;
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this->zfar = zfar;
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matrices.perspective = glm::perspective(glm::radians(fov), aspect, znear, zfar);
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if (flipY) {
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matrices.perspective[1][1] *= -1.0f;
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}
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if (matrices.view != currentMatrix) {
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updated = true;
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}
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};
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void updateAspectRatio(float aspect)
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{
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glm::mat4 currentMatrix = matrices.perspective;
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matrices.perspective = glm::perspective(glm::radians(fov), aspect, znear, zfar);
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if (flipY) {
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matrices.perspective[1][1] *= -1.0f;
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}
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if (matrices.view != currentMatrix) {
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updated = true;
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}
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}
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void setPosition(glm::vec3 position)
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{
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this->position = position;
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updateViewMatrix();
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}
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void setRotation(glm::vec3 rotation)
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{
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this->rotation = rotation;
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updateViewMatrix();
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}
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void rotate(glm::vec3 delta)
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{
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this->rotation += delta;
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updateViewMatrix();
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}
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void setTranslation(glm::vec3 translation)
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{
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this->position = translation;
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updateViewMatrix();
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};
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void translate(glm::vec3 delta)
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{
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this->position += delta;
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updateViewMatrix();
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}
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void setRotationSpeed(float rotationSpeed)
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{
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this->rotationSpeed = rotationSpeed;
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}
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void setMovementSpeed(float movementSpeed)
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{
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this->movementSpeed = movementSpeed;
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}
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// Update camera position based on orbit center and current rotation
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void updateOrbitPosition()
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{
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if (!useOrbitMode) return;
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// Convert Euler angles to spherical coordinates around orbit center
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float pitch = glm::radians(rotation.x);
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float yaw = glm::radians(rotation.y);
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// Calculate position relative to orbit center using spherical coordinates
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float x = orbitDistance * cos(pitch) * cos(yaw);
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float y = orbitDistance * sin(pitch);
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float z = orbitDistance * cos(pitch) * sin(yaw);
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position = orbitCenter + glm::vec3(x, y, z);
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}
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// Enable orbit mode and set orbit center
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void setOrbitMode(glm::vec3 center, float distance)
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{
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orbitCenter = center;
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orbitDistance = distance;
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useOrbitMode = true;
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updateViewMatrix();
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}
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// Disable orbit mode and return to standard camera
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void disableOrbitMode()
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{
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useOrbitMode = false;
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updateViewMatrix();
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}
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// Focus camera on an object using orbit mode
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void focusOnObject(glm::vec3 objectCenter, float objectRadius)
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{
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// Calculate optimal viewing distance based on object radius and FOV
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float halfFovRadians = glm::radians(fov * 0.5f);
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float distance = objectRadius / glm::tan(halfFovRadians) * 2.5f;
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distance = glm::max(distance, objectRadius * 3.0f);
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// Set orbit center to the object center
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orbitCenter = objectCenter;
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orbitDistance = distance;
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useOrbitMode = true;
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// Set camera to a good viewing angle (slightly elevated and angled)
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rotation.x = 15.0f; // Slight elevation
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rotation.y = 30.0f; // Angled view
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rotation.z = 0.0f;
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// Update position and view matrix
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updateViewMatrix();
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}
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void update(float deltaTime)
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{
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updated = false;
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if (type == CameraType::firstperson)
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{
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if (moving())
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{
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glm::vec3 camFront;
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camFront.x = -cos(glm::radians(rotation.x)) * sin(glm::radians(rotation.y));
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camFront.y = sin(glm::radians(rotation.x));
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camFront.z = cos(glm::radians(rotation.x)) * cos(glm::radians(rotation.y));
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camFront = glm::normalize(camFront);
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float moveSpeed = deltaTime * movementSpeed;
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if (keys.up)
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position += camFront * moveSpeed;
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if (keys.down)
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position -= camFront * moveSpeed;
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if (keys.left)
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position -= glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * moveSpeed;
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if (keys.right)
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position += glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * moveSpeed;
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}
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}
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updateViewMatrix();
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};
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// Update camera passing separate axis data (gamepad)
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// Returns true if view or position has been changed
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bool updatePad(glm::vec2 axisLeft, glm::vec2 axisRight, float deltaTime)
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{
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bool retVal = false;
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if (type == CameraType::firstperson)
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{
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// Use the common console thumbstick layout
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// Left = view, right = move
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const float deadZone = 0.0015f;
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const float range = 1.0f - deadZone;
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glm::vec3 camFront;
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camFront.x = -cos(glm::radians(rotation.x)) * sin(glm::radians(rotation.y));
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camFront.y = sin(glm::radians(rotation.x));
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camFront.z = cos(glm::radians(rotation.x)) * cos(glm::radians(rotation.y));
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camFront = glm::normalize(camFront);
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float moveSpeed = deltaTime * movementSpeed * 2.0f;
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float rotSpeed = deltaTime * rotationSpeed * 50.0f;
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// Move
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if (fabsf(axisLeft.y) > deadZone)
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{
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float pos = (fabsf(axisLeft.y) - deadZone) / range;
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position -= camFront * pos * ((axisLeft.y < 0.0f) ? -1.0f : 1.0f) * moveSpeed;
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retVal = true;
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}
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if (fabsf(axisLeft.x) > deadZone)
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{
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float pos = (fabsf(axisLeft.x) - deadZone) / range;
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position += glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * pos * ((axisLeft.x < 0.0f) ? -1.0f : 1.0f) * moveSpeed;
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retVal = true;
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}
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// Rotate
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if (fabsf(axisRight.x) > deadZone)
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{
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float pos = (fabsf(axisRight.x) - deadZone) / range;
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rotation.y += pos * ((axisRight.x < 0.0f) ? -1.0f : 1.0f) * rotSpeed;
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retVal = true;
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}
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if (fabsf(axisRight.y) > deadZone)
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{
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float pos = (fabsf(axisRight.y) - deadZone) / range;
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rotation.x -= pos * ((axisRight.y < 0.0f) ? -1.0f : 1.0f) * rotSpeed;
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retVal = true;
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}
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}
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else
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{
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// todo: move code from example base class for look-at
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}
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if (retVal)
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{
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updateViewMatrix();
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}
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return retVal;
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}
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}; |