💿🐜 Antkeeper source code https://antkeeper.com
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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)});
}