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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "SamplePreprocessor.h" #include "SampleCameraController.h" #include "SampleCamera.h" #include "SampleApplication.h" #include "SamplePlatform.h" #include "PsUtilities.h" #include "SampleBaseInputEventIds.h" #include #include "SampleUserInputDefines.h" #include using namespace physx; using namespace SampleRenderer; using namespace SampleFramework; // PT: this replicates the default SampleApplication behaviour, but with a much better design. We // want to be able to isolate & replace the camera controlling code easily. static const float g_smoothCamBaseVel = 6.0f; static const float g_smoothCamPosLerp = 0.4f; static const float g_smoothCamFastMul = 4.0f; static const float g_smoothCamRotSpeed = 0.005f; static const float g_smoothCamRotLerp = 0.4f; static PxReal gGamepadYawInc = 0.0f; static PxReal gGamepadPitchInc = 0.0f; static PxReal gGamepadForwardInc = 0.0f; static PxReal gGamepadLateralInc = 0.0f; static PxVec3 QuatToEuler(const PxQuat& q) { PxVec3 dir = -PxMat33(q)[2]; PxReal r = PxSqrt(dir.x * dir.x + dir.z * dir.z); PxVec3 rot(0.0f, PxHalfPi, 0.0f); if (r != 0.0f) { rot.x = -PxAtan(dir.y / r); rot.y = PxAsin(dir.x / r); if (dir.z > 0.0f) rot.y = PxPi - rot.y; } return rot; } /////////////////////////////////////////////////////////////////////////////// DefaultCameraController::DefaultCameraController() : mMouseButtonDown (false), mKeyFWDown (false), mKeyBKDown (false), mKeyRTDown (false), mKeyLTDown (false), mKeyUpDown (false), mKeyDownDown (false), mKeyShiftDown (false), mCameraSpeed (0.f), mCameraSpeedMultiplier (1.f), mMouseLookOnMB (true), mMouseSensitivity (1.f) { mTargetEyePos = PxVec3(0); mTargetEyeRot = PxVec3(0); mEyePos = PxVec3(0); mEyeRot = PxVec3(0); } DefaultCameraController::~DefaultCameraController() { } /////////////////////////////////////////////////////////////////////////////// void DefaultCameraController::init(const PxVec3& pos, const PxVec3& rot) { mTargetEyePos = mEyePos = pos; mTargetEyeRot = mEyeRot = rot; } void DefaultCameraController::init(const PxTransform& pose) { init(pose.p, QuatToEuler(pose.q)); } void DefaultCameraController::onPointerInputEvent(const InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val) { switch (ie.m_Id) { case CAMERA_MOUSE_LOOK: { if (!mMouseLookOnMB || mMouseButtonDown) onMouseDelta(static_cast(dx), static_cast(dy)); } break; case MOUSE_LOOK_BUTTON: { mMouseButtonDown = val; } break; } } void DefaultCameraController::onMouseDelta(PxI32 dx, PxI32 dy) { mTargetEyeRot.x -= dy * mMouseSensitivity * g_smoothCamRotSpeed; mTargetEyeRot.y += dx * mMouseSensitivity * g_smoothCamRotSpeed; } void DefaultCameraController::collectInputEvents(std::vector& inputEvents) { //digital keyboard events DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_FORWARD, SCAN_CODE_FORWARD, XKEY_W, X1KEY_W, PS3KEY_W, PS4KEY_W, AKEY_UNKNOWN, SCAN_CODE_FORWARD, IKEY_UNKNOWN, SCAN_CODE_FORWARD, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_BACKWARD, SCAN_CODE_BACKWARD, XKEY_S, X1KEY_S, PS3KEY_S, PS4KEY_S, AKEY_UNKNOWN, SCAN_CODE_BACKWARD, IKEY_UNKNOWN, SCAN_CODE_BACKWARD, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_UP, SCAN_CODE_UP, XKEY_E, X1KEY_E, PS3KEY_E, PS4KEY_E, AKEY_UNKNOWN, SCAN_CODE_UP, IKEY_UNKNOWN, SCAN_CODE_UP, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_DOWN, SCAN_CODE_DOWN, XKEY_C, X1KEY_C, PS3KEY_C, PS4KEY_C, AKEY_UNKNOWN, SCAN_CODE_DOWN, IKEY_UNKNOWN, SCAN_CODE_DOWN, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_LEFT, SCAN_CODE_LEFT, XKEY_A, X1KEY_A, PS3KEY_A, PS4KEY_A, AKEY_UNKNOWN, SCAN_CODE_LEFT, IKEY_UNKNOWN, SCAN_CODE_LEFT, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_RIGHT, SCAN_CODE_RIGHT, XKEY_D, X1KEY_D, PS3KEY_D, PS4KEY_D, AKEY_UNKNOWN, SCAN_CODE_RIGHT, IKEY_UNKNOWN, SCAN_CODE_RIGHT, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_SHIFT_SPEED, SCAN_CODE_LEFT_SHIFT, XKEY_SHIFT, X1KEY_SHIFT, PS3KEY_SHIFT, PS4KEY_SHIFT, AKEY_UNKNOWN, OSXKEY_SHIFT, IKEY_UNKNOWN, LINUXKEY_SHIFT, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_INCREASE, WKEY_ADD, XKEY_ADD, X1KEY_ADD, PS3KEY_ADD, PS4KEY_ADD, AKEY_UNKNOWN, OSXKEY_ADD, IKEY_UNKNOWN, LINUXKEY_ADD, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_DECREASE, WKEY_SUBTRACT, XKEY_SUBTRACT, X1KEY_SUBTRACT, PS3KEY_SUBTRACT, PS4KEY_SUBTRACT, AKEY_UNKNOWN, OSXKEY_SUBTRACT, IKEY_UNKNOWN, LINUXKEY_SUBTRACT, WIIUKEY_UNKNOWN); //digital mouse events DIGITAL_INPUT_EVENT_DEF(MOUSE_LOOK_BUTTON, MOUSE_BUTTON_LEFT, XKEY_UNKNOWN, X1KEY_UNKNOWN, PS3KEY_UNKNOWN, PS4KEY_UNKNOWN, AKEY_UNKNOWN, MOUSE_BUTTON_LEFT, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, WIIUKEY_UNKNOWN); //digital gamepad events DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_INCREASE, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, AKEY_UNKNOWN, OSXKEY_UNKNOWN, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK); DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_DECREASE, GAMEPAD_RIGHT_STICK, GAMEPAD_RIGHT_STICK, GAMEPAD_RIGHT_STICK, GAMEPAD_LEFT_STICK, GAMEPAD_LEFT_STICK, AKEY_UNKNOWN, OSXKEY_UNKNOWN, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK); //analog gamepad events ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_X); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_UP_DOWN, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_Y); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_LEFT_RIGHT, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_X); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_FORWARD_BACK, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_Y); } /////////////////////////////////////////////////////////////////////////////// void DefaultCameraController::onDigitalInputEvent(const SampleFramework::InputEvent& ie, bool val) { if(val) { if(ie.m_Id == CAMERA_MOVE_FORWARD) mKeyFWDown = true; else if(ie.m_Id == CAMERA_MOVE_UP) mKeyUpDown = true; else if(ie.m_Id == CAMERA_MOVE_BACKWARD) mKeyBKDown = true; else if(ie.m_Id == CAMERA_MOVE_LEFT) mKeyLTDown = true; else if(ie.m_Id == CAMERA_MOVE_RIGHT) mKeyRTDown = true; else if(ie.m_Id == CAMERA_SHIFT_SPEED) mKeyShiftDown = true; else if(ie.m_Id == CAMERA_MOVE_DOWN) mKeyDownDown = true; else if(ie.m_Id == CAMERA_SPEED_DECREASE) mCameraSpeedMultiplier *= 0.5f; else if(ie.m_Id == CAMERA_SPEED_INCREASE) mCameraSpeedMultiplier *= 2.0f; } else { if(ie.m_Id == CAMERA_MOVE_FORWARD) mKeyFWDown = false; else if(ie.m_Id == CAMERA_MOVE_UP) mKeyUpDown = false; else if(ie.m_Id == CAMERA_MOVE_BACKWARD) mKeyBKDown = false; else if(ie.m_Id == CAMERA_MOVE_LEFT) mKeyLTDown = false; else if(ie.m_Id == CAMERA_MOVE_RIGHT) mKeyRTDown = false; else if(ie.m_Id == CAMERA_SHIFT_SPEED) mKeyShiftDown = false; else if(ie.m_Id == CAMERA_MOVE_DOWN) mKeyDownDown = false; } } static PX_FORCE_INLINE PxReal remapAxisValue(PxReal absolutePosition) { return absolutePosition * absolutePosition * absolutePosition * 5.0f; } void DefaultCameraController::onAnalogInputEvent(const SampleFramework::InputEvent& ie, float val) { if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT) { gGamepadYawInc = remapAxisValue(val); } else if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_UP_DOWN) { gGamepadPitchInc = - remapAxisValue(val); } else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_LEFT_RIGHT) { gGamepadLateralInc = - val; } else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_FORWARD_BACK) { gGamepadForwardInc = val; } } /////////////////////////////////////////////////////////////////////////////// // PT: TODO: refactor this static PxMat33 EulerToMat33(const PxVec3 &e) { float c1 = cosf(e.z); float s1 = sinf(e.z); float c2 = cosf(e.y); float s2 = sinf(e.y); float c3 = cosf(e.x); float s3 = sinf(e.x); PxMat33 m(PxVec3(c1*c2, -s1*c2, s2), PxVec3((s1*c3)+(c1*s2*s3), (c1*c3)-(s1*s2*s3),-c2*s3), PxVec3((s1*s3)-(c1*s2*c3), (c1*s3)+(s1*s2*c3), c2*c3)); return m; } void DefaultCameraController::update(Camera& camera, PxReal dtime) { // PT: copied from SampleApplication::onMouseMove const float eyeCap = 1.5f; mTargetEyeRot.x += gGamepadPitchInc * dtime; mTargetEyeRot.y += gGamepadYawInc * dtime; if(mTargetEyeRot.x > eyeCap) mTargetEyeRot.x = eyeCap; if(mTargetEyeRot.x < -eyeCap) mTargetEyeRot.x = -eyeCap; mEyeRot += (mTargetEyeRot - mEyeRot) * g_smoothCamRotLerp; const PxMat33 tmp = EulerToMat33(mEyeRot); const PxVec3 forward = -tmp[2]; const PxVec3 right = -tmp[0]; const PxReal padEyeSpeed = mCameraSpeed == 0.f ? g_smoothCamBaseVel * mCameraSpeedMultiplier * dtime * g_smoothCamFastMul : mCameraSpeed; mTargetEyePos += forward * padEyeSpeed * gGamepadForwardInc; mTargetEyePos += right * padEyeSpeed * gGamepadLateralInc; const PxReal keyEyeSpeed = mCameraSpeed == 0.f ? g_smoothCamBaseVel * mCameraSpeedMultiplier * dtime * (mKeyShiftDown ? g_smoothCamFastMul : 1.0f) : mCameraSpeed; if(mKeyFWDown) mTargetEyePos -= tmp[2] * keyEyeSpeed; if(mKeyBKDown) mTargetEyePos += tmp[2] * keyEyeSpeed; if(mKeyLTDown) mTargetEyePos -= tmp[0] * keyEyeSpeed; if(mKeyRTDown) mTargetEyePos += tmp[0] * keyEyeSpeed; if(mKeyUpDown) mTargetEyePos += tmp[1] * keyEyeSpeed; if(mKeyDownDown) mTargetEyePos -= tmp[1] * keyEyeSpeed; mEyePos += (mTargetEyePos - mEyePos) * g_smoothCamPosLerp; camera.setPos(mEyePos); camera.setRot(mEyeRot); } ///////////////////////////////////////////////////////////////////////////////