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Copy pathCameraControllers.cpp
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221 lines (182 loc) · 6.86 KB
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#include "precomp.h"
#include "CameraControllers.h"
#include "Camera.h"
#include "InputManager.h"
#include "TimeManager.h"
#include "Terrain.h"
glm::vec3 RTS::TopDownCameraController::CalculateCameraOffset(const RTS::TopDownCameraController::CameraFocus& focus, const glm::vec2& cameraForward, std::optional<float> overrideTime)
{
const glm::vec2 bezierOffset = Framework::Math::BezierCurve(focus.sBezierP0, focus.sBezierP1, focus.sBezierP2, overrideTime.value_or(focus.mBezierT));
const glm::vec2 rotatedOffset = -cameraForward * bezierOffset.x;
const glm::vec3 totalOffset = { rotatedOffset.x, bezierOffset.y, rotatedOffset.y };
return totalOffset;
}
RTS::TopDownCameraController::TopDownCameraController(Framework::Terrain* terrain) :
mTerrain(terrain)
{
}
void RTS::TopDownCameraController::Tick(Framework::Camera* camera)
{
constexpr bool freecam = false;
if (freecam)
{
float currentZoom = camera->GetZoom();
float orbitAmount{};
if (Framework::InputManager::GetInput(Framework::InputId::Q).held)
{
orbitAmount++;
}
if (Framework::InputManager::GetInput(Framework::InputId::E).held)
{
orbitAmount--;
}
float rotationY{};
if (Framework::InputManager::GetInput(Framework::InputId::ARROW_LEFT).held)
{
rotationY++;
}
if (Framework::InputManager::GetInput(Framework::InputId::ARROW_RIGHT).held)
{
rotationY--;
}
float rotationX{};
if (Framework::InputManager::GetInput(Framework::InputId::ARROW_DOWN).held)
{
rotationX++;
}
if (Framework::InputManager::GetInput(Framework::InputId::ARROW_UP).held)
{
rotationX--;
}
Framework::Transform& cameraTransform = camera->GetTransform();
const float deltaTime = Framework::TimeManager::GetDeltaTime();
constexpr float rotationSpeed = 1.0f;
const float rotationScalar = (rotationSpeed / currentZoom) * deltaTime;
glm::quat orientation = cameraTransform.GetLocalOrientation();
const glm::quat rotation = glm::vec3{ 0.0f, (orbitAmount + rotationY) * rotationScalar, 0.0f };
const glm::quat rotationAroundX = glm::vec3{ rotationX * rotationScalar, 0.0f, 0.0f };
orientation = rotation * orientation * rotationAroundX;
cameraTransform.SetLocalOrientation(orientation);
constexpr float movementSpeed = 50.0f;
constexpr float slownessMultiplier = 0.25f;
const bool slownessButtonHeld = Framework::InputManager::GetInput(Framework::InputId::LEFT_SHIFT).held;
const float movementScalar = (slownessButtonHeld ? slownessMultiplier : 1.0f) * (movementSpeed / currentZoom) * deltaTime;
float forwardMovement{};
if (Framework::InputManager::GetInput(Framework::InputId::W).held)
{
forwardMovement++;
}
if (Framework::InputManager::GetInput(Framework::InputId::S).held)
{
forwardMovement--;
}
const glm::vec3 forward = cameraTransform.GetLocalForward();
const glm::vec2 forward2D = normalize(glm::vec2{ forward.x, forward.z });
cameraTransform.TranslateLocalPosition(forward2D * forwardMovement * movementScalar);
float rightMovement = orbitAmount * rotationSpeed;
if (Framework::InputManager::GetInput(Framework::InputId::A).held)
{
rightMovement--;
}
if (Framework::InputManager::GetInput(Framework::InputId::D).held)
{
rightMovement++;
}
const glm::vec3 right = cameraTransform.GetLocalRight();
const glm::vec2 right2D = normalize(glm::vec2{ right.x, right.z });
cameraTransform.TranslateLocalPosition(right2D * rightMovement * movementScalar);
float verticalMovement{};
if (Framework::InputManager::GetInput(Framework::InputId::SPACE).held)
{
verticalMovement++;
}
if (Framework::InputManager::GetInput(Framework::InputId::LEFT_CTRL).held)
{
verticalMovement--;
}
cameraTransform.TranslateLocalPosition(0.0f, verticalMovement * movementScalar, 0.0f);
return;
}
const float deltaTime = Framework::TimeManager::GetDeltaTime();
{ // Rotation
float orbitAmount{};
if (Framework::InputManager::GetInput(Framework::InputId::Q).held)
{
orbitAmount++;
}
if (Framework::InputManager::GetInput(Framework::InputId::E).held)
{
orbitAmount--;
}
constexpr float rotationSpeed = 100.0f;
const float rotationScalar = rotationSpeed * deltaTime;
mFocus.mRotation = fmodf(mFocus.mRotation + orbitAmount * rotationScalar, 360.0f);
}
{
float verticalMovement{};
if (Framework::InputManager::GetInput(Framework::InputId::SPACE).held)
{
verticalMovement--;
}
if (Framework::InputManager::GetInput(Framework::InputId::LEFT_CTRL).held)
{
verticalMovement++;
}
constexpr float zoomSensitivity = 1.0f;
mFocus.mBezierT = std::clamp(mFocus.mBezierT + verticalMovement * zoomSensitivity * deltaTime, 0.0f, 1.0f);
}
const glm::vec2 cameraForward = Framework::Math::AngleToVec2(mFocus.mRotation);
{
constexpr float movementSpeed = 50.0f;
constexpr float sprintMultiplier = 5.0f;
const bool sprintButtonHeld = Framework::InputManager::GetInput(Framework::InputId::LEFT_SHIFT).held;
const float movementScalar = (sprintButtonHeld ? sprintMultiplier : 1.0f) * movementSpeed * deltaTime;
float forwardScalar{};
if (Framework::InputManager::GetInput(Framework::InputId::W).held)
{
forwardScalar--;
}
if (Framework::InputManager::GetInput(Framework::InputId::S).held)
{
forwardScalar++;
}
const glm::vec2 forward2D = cameraForward * forwardScalar;
float rightScalar{};
if (Framework::InputManager::GetInput(Framework::InputId::A).held)
{
rightScalar++;
}
if (Framework::InputManager::GetInput(Framework::InputId::D).held)
{
rightScalar--;
}
const glm::vec2 cameraRight = { -cameraForward.y, cameraForward.x };
const glm::vec2 right2D = cameraRight * rightScalar;
const glm::vec3 velocity = glm::vec3{ forward2D.x + right2D.x, 0.0f, forward2D.y + right2D.y } *movementScalar;
mFocus.mPoint += velocity;
// Clamp it to be inside the terrain
Framework::TerrainData* data = mTerrain->GetData();
mFocus.mPoint.x = std::clamp(mFocus.mPoint.x, 0.0f, data->mWorldSizeX);
mFocus.mPoint.z = std::clamp(mFocus.mPoint.z, 0.0f, data->mWorldSizeZ);
// And adjust the height
mFocus.mPoint.y = data->GetHeightAtPosition(mFocus.mPoint.x, mFocus.mPoint.z);
}
// Generating a 3D point and orientation based on what we're focusing on
{
Framework::Transform& cameraTransform = camera->GetTransform();
//ImGui::SetNextWindowPos({ 1500, 700 });
//ImGui::SetNextWindowSize({ 400, 400 });
//ImGui::SetNextWindowBgAlpha(1.0f);
//if(ImGui::Begin("Testfadf"))
//{
// ImGui::InputFloat2("p0", &mFocus.sBezierP0[0]);
// ImGui::InputFloat2("p1", &mFocus.sBezierP1[0]);
// ImGui::InputFloat2("p2", &mFocus.sBezierP2[0]);
//}
//ImGui::End();
const glm::vec3 totalOffset = CalculateCameraOffset(mFocus, cameraForward);
cameraTransform.SetLocalPosition(mFocus.mPoint + totalOffset);
const glm::vec3 derivative = CalculateCameraOffset(mFocus, cameraForward, mFocus.mBezierT + 0.01f);
cameraTransform.SetLocalOrientation(glm::quatLookAt(glm::normalize(derivative), { 0.0f, 1.0f, 0.0f }));
}
}