thunderbrew/src/gameui/camera/CSimpleCamera.cpp

158 lines
4.0 KiB
C++

#include "CSimpleCamera.hpp"
#include <tempest/rect/CRect.hpp>
#include <tempest/Math.hpp>
#include <tempest/matrix/C44Matrix.hpp>
#include "gx/Transform.hpp"
#include "gx/Shader.hpp"
static void FaceDirection(const C3Vector& direction, C3Vector* xprime, C3Vector* yprime, C3Vector* zprime) {
STORM_ASSERT(!CMath::fequal(direction.SquaredMag(), 0.0));
*xprime = direction;
yprime->x = -xprime->y;
yprime->y = xprime->x;
yprime->z = 0.0f;
if (yprime->x == 0.0 && yprime->y == 0.0) {
yprime->y = 1.1920929e-7f;
}
CMath::normalize(yprime->x, yprime->y);
zprime->x = -xprime->z * yprime->y;
zprime->y = xprime->z * yprime->x;
zprime->z = xprime->x * yprime->y - xprime->y * yprime->x;
}
static void FaceDirectionWithRoll(const C3Vector& direction, const C3Vector& up, C3Vector* xprime, C3Vector* yprime, C3Vector* zprime) {
STORM_ASSERT(!CMath::fequal(direction.SquaredMag(), 0.0));
*xprime = direction;
float dot = CMath::fabs(C3Vector::Dot(up, *xprime));
if (CMath::fequal(dot, 1.0)) {
yprime->x = 1.0f;
yprime->y = 0.0f;
yprime->z = 0.0f;
} else {
*yprime = C3Vector::Cross(up, *xprime);
yprime->Normalize();
}
*zprime = C3Vector::Cross(*xprime, *yprime);
}
static void BuildBillboardMatrix(const C3Vector& direction, C33Matrix* rotation) {
C3Vector xprime;
C3Vector yprime;
C3Vector zprime;
FaceDirection(direction, &xprime, &yprime, &zprime);
rotation->a0 = xprime.x;
rotation->a1 = xprime.y;
rotation->a2 = xprime.z;
rotation->b0 = yprime.x;
rotation->b1 = yprime.y;
rotation->b2 = yprime.z;
rotation->c0 = zprime.x;
rotation->c1 = zprime.y;
rotation->c2 = zprime.z;
}
static void BuildBillboardMatrixWithRoll(const C3Vector& direction, const C3Vector& up, C33Matrix* rotation) {
C3Vector xprime;
C3Vector yprime;
C3Vector zprime;
FaceDirectionWithRoll(direction, up, &xprime, &yprime, &zprime);
rotation->a0 = xprime.x;
rotation->a1 = xprime.y;
rotation->a2 = xprime.z;
rotation->b0 = yprime.x;
rotation->b1 = yprime.y;
rotation->b2 = yprime.z;
rotation->c0 = zprime.x;
rotation->c1 = zprime.y;
rotation->c2 = zprime.z;
}
CSimpleCamera::CSimpleCamera()
: m_position()
, m_facing()
, m_nearZ(0.11111111f)
, m_farZ(277.77777f)
, m_fov(1.5707964f)
, m_aspect(1.0f) {
this->SetFacing(0.0f, 0.0f, 0.0f);
}
CSimpleCamera::CSimpleCamera(float nearZ, float farZ, float fov)
: m_position()
, m_facing()
, m_nearZ(nearZ)
, m_farZ(farZ)
, m_fov(fov)
, m_aspect(1.0f) {
this->SetFacing(0.0f, 0.0f, 0.0f);
}
CSimpleCamera::~CSimpleCamera() {
}
C3Vector CSimpleCamera::Forward() {
return {
this->m_facing.a0,
this->m_facing.a1,
this->m_facing.a2
};
}
C3Vector CSimpleCamera::Right() {
return {
this->m_facing.b0,
this->m_facing.b1,
this->m_facing.b2
};
}
C3Vector CSimpleCamera::Up() {
return {
this->m_facing.c0,
this->m_facing.c1,
this->m_facing.c2
};
}
void CSimpleCamera::SetFacing(float yaw, float pitch, float roll) {
this->m_facing.FromEulerAnglesZYX(yaw, pitch, roll);
}
void CSimpleCamera::SetFacing(const C3Vector& forward, const C3Vector& up) {
BuildBillboardMatrixWithRoll(forward, up, &this->m_facing);
}
void CSimpleCamera::SetFacing(const C3Vector& forward) {
BuildBillboardMatrix(forward, &this->m_facing);
}
void CSimpleCamera::SetGxProjectionAndView(const CRect& projectionRect) {
this->m_aspect = (projectionRect.maxX - projectionRect.minX) / (projectionRect.maxY - projectionRect.minY);
C44Matrix mProj;
GxXformProjection(mProj);
GxuXformCreateProjection_SG(this->m_fov, this->m_aspect, this->m_nearZ, this->m_farZ, mProj);
GxXformSetProjection(mProj);
C44Matrix mView;
GxuXformCreateLookAtSgCompat(this->m_position, this->m_position + Forward(), Up(), mView);
GxXformSetView(mView);
}