/* * 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 . */ #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 #include 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().each( [&](auto entity, auto& subject, auto& transform) { focal_point += transform.transform.translation; ++subject_count; }); if (subject_count > 1) focal_point /= static_cast(subject_count); // Determine focal distance float focal_distance = math::log_lerp(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; 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 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(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(near_clip_far, near_clip_near, zoom_factor); float clip_far = math::log_lerp(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(0.0f, std::min(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(event.w), static_cast(event.h)}); }