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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. 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 <SampleFrameworkInputEventIds.h>
#include "SampleUserInputDefines.h"
#include <SampleUserInputIds.h>
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<physx::PxI32>(dx), static_cast<physx::PxI32>(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<const InputEvent*>& 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);
}
///////////////////////////////////////////////////////////////////////////////
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