/*
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* Copyright (C) 2017 Christopher J. Howard
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*
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* This file is part of Antkeeper Source Code.
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*
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* Antkeeper Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "camera-controller.hpp"
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CameraController::CameraController():
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camera(nullptr)
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{}
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SurfaceCameraController::SurfaceCameraController():
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elevationRotation(1, 0, 0, 0),
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azimuthRotation(1, 0, 0, 0),
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rotation(1, 0, 0, 0),
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targetElevationRotation(1, 0, 0, 0),
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targetAzimuthRotation(1, 0, 0, 0),
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targetRotation(1, 0, 0, 0)
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{}
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SurfaceCameraController::~SurfaceCameraController()
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{}
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void SurfaceCameraController::update(float dt)
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{
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float interpolationFactor = 0.25f / (1.0 / 60.0f) * dt;
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// Calculate rotation and target rotation quaternions
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//rotation = azimuthRotation * elevationRotation;
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targetRotation = targetAzimuthRotation * targetElevationRotation;
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// Calculate target translation
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targetTranslation = targetFocalPoint + targetRotation * Vector3(0.0f, 0.0f, targetFocalDistance);
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// Interpolate rotation
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//rotation = glm::mix(rotation, targetRotation, interpolationFactor);
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// Interpolate angles
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setElevation(glm::mix(elevation, targetElevation, interpolationFactor));
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setAzimuth(glm::mix(azimuth, targetAzimuth, interpolationFactor));
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// Calculate rotation
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rotation = azimuthRotation * elevationRotation;
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// Interpolate focal point and focal distance
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focalPoint = glm::mix(focalPoint, targetFocalPoint, interpolationFactor);
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focalDistance = glm::mix(focalDistance, targetFocalDistance, interpolationFactor);
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// Caluclate translation
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translation = focalPoint + rotation * Vector3(0.0f, 0.0f, focalDistance);
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/*
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// Recalculate azimuth
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azimuthRotation = rotation;
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azimuthRotation.x = 0.0f;
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azimuthRotation.z = 0.0f;
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azimuthRotation = glm::normalize(azimuthRotation);
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azimuth = 2.0f * std::acos(azimuthRotation.w);
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// Recalculate elevation
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elevationRotation = rotation;
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elevationRotation.y = 0.0f;
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elevationRotation.z = 0.0f;
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elevationRotation = glm::normalize(elevationRotation);
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elevation = 2.0f * std::acos(elevationRotation.w);
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*/
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// Update camera
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if (camera != nullptr)
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{
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camera->lookAt(translation, focalPoint, Vector3(0.0f, 1.0f, 0.0f));
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}
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}
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void SurfaceCameraController::move(Vector2 direction)
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{
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targetFocalPoint += azimuthRotation * Vector3(direction.x, 0.0f, direction.y);
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}
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void SurfaceCameraController::rotate(float angle)
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{
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setTargetAzimuth(targetAzimuth + angle);
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}
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void SurfaceCameraController::zoom(float distance)
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{
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setTargetFocalDistance(targetFocalDistance - distance);
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}
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void SurfaceCameraController::setFocalPoint(const Vector3& point)
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{
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focalPoint = point;
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}
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void SurfaceCameraController::setFocalDistance(float distance)
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{
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focalDistance = distance;
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}
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void SurfaceCameraController::setElevation(float angle)
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{
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elevation = angle;
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elevationRotation = glm::angleAxis(elevation, Vector3(-1.0f, 0.0f, 0.0f));
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}
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void SurfaceCameraController::setAzimuth(float angle)
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{
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azimuth = angle;
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azimuthRotation = glm::angleAxis(azimuth, Vector3(0.0f, 1.0f, 0.0f));
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}
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void SurfaceCameraController::setTargetFocalPoint(const Vector3& point)
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{
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targetFocalPoint = point;
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}
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void SurfaceCameraController::setTargetFocalDistance(float distance)
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{
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targetFocalDistance = distance;
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}
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void SurfaceCameraController::setTargetElevation(float angle)
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{
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targetElevation = angle;
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targetElevationRotation = glm::angleAxis(targetElevation, Vector3(-1.0f, 0.0f, 0.0f));
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}
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void SurfaceCameraController::setTargetAzimuth(float angle)
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{
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targetAzimuth = angle;
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targetAzimuthRotation = glm::angleAxis(targetAzimuth, Vector3(0.0f, 1.0f, 0.0f));
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}
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TunnelCameraController::TunnelCameraController()
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{}
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TunnelCameraController::~TunnelCameraController()
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{}
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void TunnelCameraController::update(float dt)
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{
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}
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