1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
#include "Camera.hpp"
#include <algorithm>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
namespace scene {
Camera::Camera ()
: mPosition( 0.0f, 0.0f, 3.0f ), mFront( 0.0f, 0.0f, -1.0f ), mWorldUp( 0.0f, 1.0f, 0.0f ), mYaw( -90.0f ),
mPitch( 0.0f ), mMovementSpeed( 3.0f ), mMouseSensitivity( 0.1f ), mFov( 60.0f ),
mVelocity( 0.0f, 0.0f, 0.0f ), mFlying( true ), mGrounded( false ), mSpeedMultiplier( 1.0f ) {
updateCameraVectors();
}
Camera::Camera ( const glm::vec3& position, const glm::vec3& up, float yaw, float pitch )
: mPosition( position ), mWorldUp( up ), mYaw( yaw ), mPitch( pitch ), mMovementSpeed( 3.0f ),
mMouseSensitivity( 0.1f ), mFov( 60.0f ), mVelocity( 0.0f, 0.0f, 0.0f ), mFlying( true ), mGrounded( false ),
mSpeedMultiplier( 1.0f ) {
mFront = glm::vec3( 0.0f, 0.0f, -1.0f );
updateCameraVectors();
}
glm::mat4 Camera::getViewMatrix () const {
return glm::lookAt( mPosition, mPosition + mFront, mUp );
}
glm::mat4 Camera::getProjectionMatrix ( float aspect ) const {
return glm::perspective( glm::radians( mFov ), aspect, 0.1f, 100.0f );
}
void Camera::processKeyboard ( Movement dir, float deltaTime ) {
float velocity = mMovementSpeed * mSpeedMultiplier * deltaTime;
glm::vec3 moveForward = mFront;
glm::vec3 moveRight = mRight;
if( !mFlying ) {
moveForward.y = 0.0f;
if( glm::length( moveForward ) < 1e-6f )
moveForward = glm::vec3( 0.0f, 0.0f, -1.0f );
moveForward = glm::normalize( moveForward );
moveRight = glm::normalize( glm::cross( moveForward, mWorldUp ) );
}
if( dir == Movement::Forward )
mPosition += moveForward * velocity;
if( dir == Movement::Backward )
mPosition -= moveForward * velocity;
if( dir == Movement::Left )
mPosition -= moveRight * velocity;
if( dir == Movement::Right )
mPosition += moveRight * velocity;
if( dir == Movement::Up && mFlying )
mPosition += mWorldUp * velocity;
if( dir == Movement::Down && mFlying )
mPosition -= mWorldUp * velocity;
}
void Camera::toggleFly () {
mFlying = !mFlying;
if( mFlying ) {
mVelocity.y = 0.0f;
}
}
void Camera::setSpeedMultiplier ( float m ) {
mSpeedMultiplier = m;
}
static bool aabbOverlap ( const glm::vec3& amin, const glm::vec3& amax, const glm::vec3& bmin,
const glm::vec3& bmax ) {
return ( amin.x <= bmax.x && amax.x >= bmin.x ) && ( amin.y <= bmax.y && amax.y >= bmin.y ) &&
( amin.z <= bmax.z && amax.z >= bmin.z );
}
void Camera::updatePhysics ( float deltaTime, const std::vector<std::pair<glm::vec3, glm::vec3>>& worldAABBs,
float floorY ) {
const glm::vec3 halfExtents( 0.3f, 0.9f, 0.3f );
if( mFlying ) {
mGrounded = false;
return;
}
if( !mFlying ) {
const float gravity = -9.8f;
mVelocity.y += gravity * deltaTime;
if( mVelocity.y < -50.0f )
mVelocity.y = -50.0f;
}
glm::vec3 newPos = mPosition + mVelocity * deltaTime;
float camBottom = newPos.y - halfExtents.y;
if( camBottom < floorY ) {
newPos.y = floorY + halfExtents.y;
mVelocity.y = 0.0f;
mGrounded = true;
} else {
mGrounded = false;
}
for( const auto& box : worldAABBs ) {
glm::vec3 bmin = box.first;
glm::vec3 bmax = box.second;
glm::vec3 camMin = newPos - halfExtents;
glm::vec3 camMax = newPos + halfExtents;
if( !aabbOverlap( camMin, camMax, bmin, bmax ) )
continue;
float ox = std::min( camMax.x, bmax.x ) - std::max( camMin.x, bmin.x );
float oy = std::min( camMax.y, bmax.y ) - std::max( camMin.y, bmin.y );
float oz = std::min( camMax.z, bmax.z ) - std::max( camMin.z, bmin.z );
if( ox <= oy && ox <= oz ) {
float boxCenterX = ( bmin.x + bmax.x ) * 0.5f;
if( newPos.x < boxCenterX )
newPos.x -= ox;
else
newPos.x += ox;
} else if( oy <= ox && oy <= oz ) {
float boxCenterY = ( bmin.y + bmax.y ) * 0.5f;
if( newPos.y < boxCenterY ) {
newPos.y -= oy;
mVelocity.y = 0.0f;
} else {
newPos.y += oy;
mVelocity.y = 0.0f;
mGrounded = true;
}
} else {
float boxCenterZ = ( bmin.z + bmax.z ) * 0.5f;
if( newPos.z < boxCenterZ )
newPos.z -= oz;
else
newPos.z += oz;
}
}
mPosition = newPos;
}
void Camera::jump () {
if( mFlying )
return;
if( mGrounded ) {
const float jumpImpulse = 5.0f;
mVelocity.y = jumpImpulse;
mGrounded = false;
}
}
bool Camera::isFlying () const {
return mFlying;
}
bool Camera::isGrounded () const {
return mGrounded;
}
float Camera::getSpeedMultiplier () const {
return mSpeedMultiplier;
}
void Camera::processMouseMovement ( float xoffset, float yoffset, bool constrainPitch ) {
xoffset *= mMouseSensitivity;
yoffset *= mMouseSensitivity;
mYaw += xoffset;
mPitch += yoffset;
if( constrainPitch ) {
if( mPitch > 89.0f )
mPitch = 89.0f;
if( mPitch < -89.0f )
mPitch = -89.0f;
}
updateCameraVectors();
}
void Camera::processMouseScroll ( float yoffset ) {
mFov -= yoffset;
if( mFov < 1.0f )
mFov = 1.0f;
if( mFov > 90.0f )
mFov = 90.0f;
}
void Camera::updateCameraVectors () {
glm::vec3 front;
front.x = cos( glm::radians( mYaw ) ) * cos( glm::radians( mPitch ) );
front.y = sin( glm::radians( mPitch ) );
front.z = sin( glm::radians( mYaw ) ) * cos( glm::radians( mPitch ) );
mFront = glm::normalize( front );
mRight = glm::normalize( glm::cross( mFront, mWorldUp ) );
mUp = glm::normalize( glm::cross( mRight, mFront ) );
}
} // namespace scene
|