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- /*
- * Copyright (C) 2020 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "camera-system.hpp"
- #include "game/components/camera-subject-component.hpp"
- #include "game/components/transform-component.hpp"
- #include "scene/camera.hpp"
- #include "math/math.hpp"
- #include <cmath>
- #include <iostream>
-
- using namespace ecs;
-
- camera_system::camera_system(entt::registry& registry):
- entity_system(registry),
- camera(nullptr),
- viewport{0, 0, 0, 0},
- mouse_position{0, 0}
- {}
-
- void camera_system::update(double t, double dt)
- {
- if (!camera)
- return;
-
- // Determine focal point
- int subject_count = 0;
- float3 focal_point = {0, 0, 0};
- registry.view<camera_subject_component, transform_component>().each(
- [&](auto entity, auto& subject, auto& transform)
- {
- focal_point += transform.transform.translation;
- ++subject_count;
- });
- if (subject_count > 1)
- focal_point /= static_cast<float>(subject_count);
-
- // Determine focal distance
- float focal_distance = math::log_lerp<float>(focal_distance_far, focal_distance_near, zoom_factor);
-
- // Determine view point
- quaternion_type rotation = math::normalize(azimuth_rotation * elevation_rotation);
- float3 view_point = focal_point + rotation * float3{0.0f, 0.0f, focal_distance};
-
- // Update camera transform
- transform_type source_transform = camera->get_transform();
- transform_type target_transform = math::identity_transform<float>;
- target_transform.translation = view_point;
- target_transform.rotation = rotation;
-
-
- float2 xz_direction = math::normalize(math::swizzle<0, 2>(focal_point) - math::swizzle<0, 2>(source_transform.translation));
- float source_azimuth = math::wrap_radians(std::atan2(-xz_direction.y, xz_direction.x) - math::half_pi<float>);
- float source_elevation = elevation;
-
- std::cout << "azimuth: " << math::degrees(azimuth) << "\n";
- std::cout << "source azimuth: " << math::degrees(source_azimuth) << "\n";
-
- float smooth_factor = 0.1f;
- float smooth_azimuth = math::lerp_angle(source_azimuth, azimuth, smooth_factor);
- float smooth_elevation = math::lerp_angle(source_elevation, elevation, smooth_factor);
- quaternion_type smooth_azimuth_rotation = math::angle_axis(smooth_azimuth, float3{0.0f, 1.0f, 0.0f});
- quaternion_type smooth_elevation_rotation = math::angle_axis(smooth_elevation, float3{-1.0f, 0.0f, 0.0f});
- quaternion_type smooth_rotation = math::normalize(smooth_azimuth_rotation * smooth_elevation_rotation);
-
- float3 smooth_view_point = focal_point + smooth_rotation * float3{0.0f, 0.0f, focal_distance};
-
- transform_type smooth_transform;
- smooth_transform.translation = smooth_view_point;
- //smooth_transform.translation = math::lerp(source_transform.translation, target_transform.translation, smooth_factor);
- //smooth_transform.rotation = math::slerp(source_transform.rotation, target_transform.rotation, smooth_factor);
- smooth_transform.rotation = smooth_rotation;
- smooth_transform.scale = math::lerp(source_transform.scale, target_transform.scale, smooth_factor);
- camera->set_transform(smooth_transform);
-
-
- // Determine FOV
- float fov = math::log_lerp<float>(fov_far, fov_near, zoom_factor);
-
- // Determine aspect ratio
- float aspect_ratio = viewport[2] / viewport[3];
-
- // Determine clipping planes
- float clip_near = math::log_lerp<float>(near_clip_far, near_clip_near, zoom_factor);
- float clip_far = math::log_lerp<float>(far_clip_far, far_clip_near, zoom_factor);
-
- // Update camera projection
- camera->set_perspective(fov, aspect_ratio, clip_near, clip_far);
- }
-
- void camera_system::rotate(float angle)
- {
- set_azimuth(azimuth + angle);
- }
-
- void camera_system::tilt(float angle)
- {
- set_elevation(elevation + angle);
-
- }
-
- void camera_system::zoom(float factor)
- {
- set_zoom(std::max<float>(0.0f, std::min<float>(1.0f, zoom_factor + factor)));
- }
-
- void camera_system::set_camera(::camera* camera)
- {
- this->camera = camera;
- }
-
- void camera_system::set_viewport(const float4& viewport)
- {
- this->viewport = viewport;
- }
-
- void camera_system::set_azimuth(float angle)
- {
- azimuth = math::wrap_radians(angle);
- azimuth_rotation = math::angle_axis(azimuth, float3{0.0f, 1.0f, 0.0f});
- }
-
- void camera_system::set_elevation(float angle)
- {
- elevation = math::wrap_radians(angle);
- elevation_rotation = math::angle_axis(elevation, float3{-1.0f, 0.0f, 0.0f});
- }
-
- void camera_system::set_zoom(float factor)
- {
- this->zoom_factor = factor;
- }
-
- void camera_system::set_focal_distance(float distance_near, float distance_far)
- {
- focal_distance_near = distance_near;
- focal_distance_far = distance_far;
- }
-
- void camera_system::set_fov(float angle_near, float angle_far)
- {
- fov_near = angle_near;
- fov_far = angle_far;
- }
-
- void camera_system::set_clip_near(float distance_near, float distance_far)
- {
- near_clip_near = distance_near;
- near_clip_far = distance_far;
- }
-
- void camera_system::set_clip_far(float distance_near, float distance_far)
- {
- far_clip_near = distance_near;
- far_clip_far = distance_far;
- }
-
- void camera_system::handle_event(const mouse_moved_event& event)
- {
- mouse_position[0] = event.x;
- mouse_position[1] = event.y;
- }
-
- void camera_system::handle_event(const window_resized_event& event)
- {
- set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
- }
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