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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 "SnippetCamera.h"
#include <ctype.h>
#include "foundation/PxMat33.h"

using namespace physx;

namespace Snippets
{

Camera::Camera(const PxVec3& eye, const PxVec3& dir)
{
	mEye = eye;
	mDir = dir.getNormalized();
	mMouseX = 0;
	mMouseY = 0;
}

void Camera::handleMouse(int button, int state, int x, int y)
{
	PX_UNUSED(state);
	PX_UNUSED(button);
	mMouseX = x;
	mMouseY = y;
}

bool Camera::handleKey(unsigned char key, int x, int y, float speed)
{
	PX_UNUSED(x);
	PX_UNUSED(y);

	PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
	switch(toupper(key))
	{
	case 'W':	mEye += mDir*2.0f*speed;		break;
	case 'S':	mEye -= mDir*2.0f*speed;		break;
	case 'A':	mEye -= viewY*2.0f*speed;		break;
	case 'D':	mEye += viewY*2.0f*speed;		break;
	default:							return false;
	}
	return true;
}

void Camera::handleAnalogMove(float x, float y)
{
	PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
	mEye += mDir*y;
	mEye += viewY*x;
}

void Camera::handleMotion(int x, int y)
{
	int dx = mMouseX - x;
	int dy = mMouseY - y;

	PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();

	PxQuat qx(PxPi * dx / 180.0f, PxVec3(0,1,0));
	mDir = qx.rotate(mDir);
	PxQuat qy(PxPi * dy / 180.0f, viewY);
	mDir = qy.rotate(mDir);

	mDir.normalize();

	mMouseX = x;
	mMouseY = y;
}

PxTransform Camera::getTransform() const
{
	PxVec3 viewY = mDir.cross(PxVec3(0,1,0));

	if(viewY.normalize()<1e-6f) 
		return PxTransform(mEye);

	PxMat33 m(mDir.cross(viewY), viewY, -mDir);
	return PxTransform(mEye, PxQuat(m));
}

PxVec3 Camera::getEye() const
{ 
	return mEye; 
}

PxVec3 Camera::getDir() const
{ 
	return mDir; 
}


}