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