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cup_edit/thermion_dart/native/src/camutils/Manipulator.cpp

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/*
* Copyright (C) 2020 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <math/scalar.h>
#include <camutils/Manipulator.h>
#include "FreeFlightManipulator.h"
#include "MapManipulator.h"
#include "OrbitManipulator.h"
using namespace filament::math;
namespace filament
{
namespace camutils
{
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::viewport(int width, int height)
{
details.viewport[0] = width;
details.viewport[1] = height;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::targetPosition(FLOAT x, FLOAT y, FLOAT z)
{
details.targetPosition = {x, y, z};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::upVector(FLOAT x, FLOAT y, FLOAT z)
{
details.upVector = {x, y, z};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::zoomSpeed(FLOAT val)
{
details.zoomSpeed = val;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::orbitHomePosition(FLOAT x, FLOAT y, FLOAT z)
{
details.orbitHomePosition = {x, y, z};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::orbitSpeed(FLOAT x, FLOAT y)
{
details.orbitSpeed = {x, y};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::fovDirection(Fov fov)
{
details.fovDirection = fov;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::fovDegrees(FLOAT degrees)
{
details.fovDegrees = degrees;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::farPlane(FLOAT distance)
{
details.farPlane = distance;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::mapExtent(FLOAT worldWidth, FLOAT worldHeight)
{
details.mapExtent = {worldWidth, worldHeight};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::mapMinDistance(FLOAT mindist)
{
details.mapMinDistance = mindist;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::flightStartPosition(FLOAT x, FLOAT y, FLOAT z)
{
details.flightStartPosition = {x, y, z};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::flightStartOrientation(FLOAT pitch, FLOAT yaw)
{
details.flightStartPitch = pitch;
details.flightStartYaw = yaw;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::flightMaxMoveSpeed(FLOAT maxSpeed)
{
details.flightMaxSpeed = maxSpeed;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::flightSpeedSteps(int steps)
{
details.flightSpeedSteps = steps;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::flightPanSpeed(FLOAT x, FLOAT y)
{
details.flightPanSpeed = {x, y};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::flightMoveDamping(FLOAT damping)
{
details.flightMoveDamping = damping;
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::groundPlane(FLOAT a, FLOAT b, FLOAT c, FLOAT d)
{
details.groundPlane = {a, b, c, d};
return *this;
}
template <typename FLOAT>
typename Manipulator<FLOAT>::Builder &Manipulator<FLOAT>::Builder::raycastCallback(RayCallback cb, void *userdata)
{
details.raycastCallback = cb;
details.raycastUserdata = userdata;
return *this;
}
template <typename FLOAT>
Manipulator<FLOAT> *Manipulator<FLOAT>::Builder::build(Mode mode)
{
switch (mode)
{
case Mode::FREE_FLIGHT:
return new FreeFlightManipulator<FLOAT>(mode, details);
case Mode::MAP:
return new MapManipulator<FLOAT>(mode, details);
case Mode::ORBIT:
return new OrbitManipulator<FLOAT>(mode, details);
}
// just to make MSVC happy
return new OrbitManipulator<FLOAT>(mode, details);
}
template <typename FLOAT>
Manipulator<FLOAT>::Manipulator(Mode mode, const Config &props) : mMode(mode)
{
setProperties(props);
}
template <typename FLOAT>
void Manipulator<FLOAT>::setProperties(const Config &props)
{
mProps = props;
if (mProps.zoomSpeed == FLOAT(0))
{
mProps.zoomSpeed = 0.01;
}
if (mProps.upVector == vec3(0))
{
mProps.upVector = vec3(0, 1, 0);
}
if (mProps.fovDegrees == FLOAT(0))
{
mProps.fovDegrees = 33;
}
if (mProps.farPlane == FLOAT(0))
{
mProps.farPlane = 5000;
}
if (mProps.mapExtent == vec2(0))
{
mProps.mapExtent = vec2(512);
}
}
template <typename FLOAT>
void Manipulator<FLOAT>::setViewport(int width, int height)
{
Config props = mProps;
props.viewport[0] = width;
props.viewport[1] = height;
setProperties(props);
}
template <typename FLOAT>
void Manipulator<FLOAT>::getLookAt(vec3 *eyePosition, vec3 *targetPosition, vec3 *upward) const
{
*targetPosition = mTarget;
*eyePosition = mEye;
const vec3 gaze = normalize(mTarget - mEye);
const vec3 right = cross(gaze, mProps.upVector);
*upward = cross(right, gaze);
}
template <typename FLOAT>
static bool raycastPlane(const filament::math::vec3<FLOAT> &origin,
const filament::math::vec3<FLOAT> &dir, FLOAT *t, void *userdata)
{
using vec3 = filament::math::vec3<FLOAT>;
using vec4 = filament::math::vec4<FLOAT>;
auto props = (const typename Manipulator<FLOAT>::Config *)userdata;
const vec4 plane = props->groundPlane;
const vec3 n = vec3(plane[0], plane[1], plane[2]);
const vec3 p0 = n * plane[3];
const FLOAT denom = -dot(n, dir);
if (denom > 1e-6)
{
const vec3 p0l0 = p0 - origin;
*t = dot(p0l0, n) / -denom;
return *t >= 0;
}
return false;
}
template <typename FLOAT>
void Manipulator<FLOAT>::getRay(int x, int y, vec3 *porigin, vec3 *pdir) const
{
const vec3 gaze = normalize(mTarget - mEye);
const vec3 right = normalize(cross(gaze, mProps.upVector));
const vec3 upward = cross(right, gaze);
const FLOAT width = mProps.viewport[0];
const FLOAT height = mProps.viewport[1];
const FLOAT fov = mProps.fovDegrees * F_PI / 180.0;
// Remap the grid coordinate into [-1, +1] and shift it to the pixel center.
const FLOAT u = 2.0 * (0.5 + x) / width - 1.0;
const FLOAT v = 2.0 * (0.5 + y) / height - 1.0;
// Compute the tangent of the field-of-view angle as well as the aspect ratio.
const FLOAT tangent = tan(fov / 2.0);
const FLOAT aspect = width / height;
// Adjust the gaze so it goes through the pixel of interest rather than the grid center.
vec3 dir = gaze;
if (mProps.fovDirection == Fov::VERTICAL)
{
dir += right * tangent * u * aspect;
dir += upward * tangent * v;
}
else
{
dir += right * tangent * u;
dir += upward * tangent * v / aspect;
}
dir = normalize(dir);
*porigin = mEye;
*pdir = dir;
}
template <typename FLOAT>
bool Manipulator<FLOAT>::raycast(int x, int y, vec3 *result) const
{
vec3 origin, dir;
getRay(x, y, &origin, &dir);
// Choose either the user's callback function or the plane intersector.
auto callback = mProps.raycastCallback;
auto fallback = raycastPlane<FLOAT>;
void *userdata = mProps.raycastUserdata;
if (!callback)
{
callback = fallback;
userdata = (void *)&mProps;
}
// If the ray misses, then try the fallback function.
FLOAT t;
if (!callback(mEye, dir, &t, userdata))
{
if (callback == fallback || !fallback(mEye, dir, &t, (void *)&mProps))
{
return false;
}
}
*result = mEye + dir * t;
return true;
}
template <typename FLOAT>
filament::math::vec3<FLOAT> Manipulator<FLOAT>::raycastFarPlane(int x, int y) const
{
const filament::math::vec3<FLOAT> gaze = normalize(mTarget - mEye);
const vec3 right = cross(gaze, mProps.upVector);
const vec3 upward = cross(right, gaze);
const FLOAT width = mProps.viewport[0];
const FLOAT height = mProps.viewport[1];
const FLOAT fov = mProps.fovDegrees * math::F_PI / 180.0;
// Remap the grid coordinate into [-1, +1] and shift it to the pixel center.
const FLOAT u = 2.0 * (0.5 + x) / width - 1.0;
const FLOAT v = 2.0 * (0.5 + y) / height - 1.0;
// Compute the tangent of the field-of-view angle as well as the aspect ratio.
const FLOAT tangent = tan(fov / 2.0);
const FLOAT aspect = width / height;
// Adjust the gaze so it goes through the pixel of interest rather than the grid center.
vec3 dir = gaze;
if (mProps.fovDirection == Fov::VERTICAL)
{
dir += right * tangent * u * aspect;
dir += upward * tangent * v;
}
else
{
dir += right * tangent * u;
dir += upward * tangent * v / aspect;
}
return mEye + dir * mProps.farPlane;
}
template <typename FLOAT>
void Manipulator<FLOAT>::keyDown(Manipulator<FLOAT>::Key key) {}
template <typename FLOAT>
void Manipulator<FLOAT>::keyUp(Manipulator<FLOAT>::Key key) {}
template <typename FLOAT>
void Manipulator<FLOAT>::update(FLOAT deltaTime) {}
template class Manipulator<float>;
template class Manipulator<double>;
} // namespace camutils
} // namespace filament