Files
RT_GPU/srcs/class/Camera.cpp

277 lines
7.5 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Camera.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
/* Updated: 2025/02/17 23:00:28 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
#include "Camera.hpp"
Camera::Camera(glm::vec3 start_pos, glm::vec3 start_up, float start_yaw, float start_pitch)
: _position(start_pos), _forward(glm::vec3(0.0f, 0.0f, -1.0f)), _up(start_up), _pitch(start_pitch), _yaw(start_yaw),
_velocity(0.0f), _acceleration(0.0f)
{
updateCameraVectors();
}
Camera::~Camera(void)
{
}
void Camera::updateCameraVectors()
{
glm::vec3 frontTemp;
std::cout << _yaw << std::endl;
frontTemp.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
frontTemp.y = sin(glm::radians(_pitch));
frontTemp.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
_forward = glm::normalize(frontTemp);
_right = glm::normalize(glm::cross(_forward, glm::vec3(0.0f, 1.0f, 0.0f)));
_up = glm::normalize(glm::cross(_right, _forward));
}
void Camera::updateCameraDirections()
{
float new_yaw = glm::degrees(atan2(-_forward.x, _forward.z));
if (new_yaw < 0.0f)
new_yaw += 360.0f;
float old_yaw_mod = fmod(_yaw, 360.0f);
if (old_yaw_mod < 0.0f)
old_yaw_mod += 360.0f;
float delta_yaw = new_yaw - old_yaw_mod;
if (delta_yaw > 180.0f)
delta_yaw -= 360.0f;
else if (delta_yaw < -180.0f)
delta_yaw += 360.0f;
_yaw += delta_yaw + 90.0f;
_pitch = glm::degrees(asin(_forward.y));
_pitch = glm::clamp(_pitch, -89.0f, 89.0f);
}
void Camera::update(Scene *scene, float delta_time, Renderer &renderer)
{
// delta_time = std::min(delta_time, 0.01f);
_velocity += _acceleration * delta_time;
if (glm::length(_acceleration) < 0.1f)
_velocity *= std::max(0.0f, 1.0f - _deceleration_rate * delta_time);
float speed = glm::length(_velocity);
if (speed > _maxSpeed)
_velocity = glm::normalize(_velocity) * _maxSpeed;
if (glm::length(_velocity) > 0.0f && !this->portalTeleport(scene, delta_time, renderer))
_position += _velocity * delta_time;
_acceleration = glm::vec3(0.0f);
}
int Camera::portalTeleport(Scene *scene, float delta_time, Renderer &renderer)
{
for (const GPUObject &obj : scene->getObjectData())
{
if (obj.type != (int)Object::Type::PORTAL)
continue;
glm::vec3 portal_to_camera = _position - obj.position;
float distance_plane = glm::dot(portal_to_camera, obj.normal);
glm::vec3 point_projected = _position - distance_plane * obj.normal;
glm::mat2 A = glm::mat2(
glm::dot(obj.vertex1, obj.vertex1), glm::dot(obj.vertex1, obj.vertex2),
glm::dot(obj.vertex1, obj.vertex2), glm::dot(obj.vertex2, obj.vertex2)
);
glm::vec2 b = glm::vec2(
glm::dot(point_projected - obj.position, obj.vertex1),
glm::dot(point_projected - obj.position, obj.vertex2)
);
glm::vec2 alphaBeta = glm::inverse(A) * b;
if (alphaBeta.x >= 0.0f && alphaBeta.x <= 1.0f && alphaBeta.y >= 0.0f && alphaBeta.y <= 1.0f)
{
glm::vec3 future_pos = _position + _velocity * delta_time;
float distance_future_pos = glm::length(future_pos - _position);
float distance_portal = glm::length(point_projected - _position);
float imprecision = 0.1f;
if (distance_portal <= distance_future_pos && glm::dot(glm::normalize(future_pos - _position), obj.normal) > 0.0f)
{
std::cout << "Teleport" << std::endl;
GPUObject linked_portal = scene->getObjectData()[obj.radius];
glm::mat3 portal_transform = glm::mat3(linked_portal.transform) * glm::inverse(glm::mat3(obj.transform));
if (dot(obj.normal, linked_portal.normal) > 0.0)
{
glm::mat3 reflection = glm::mat3(1.0) - 2.0f * glm::outerProduct(linked_portal.normal, linked_portal.normal);
portal_transform *= reflection;
}
//teleportation
glm::vec3 previous_position = _position;
glm::vec3 relative_pos = _position - obj.position;
glm::vec3 transformed_relative_pos = portal_transform * relative_pos;
float remaining_distance = distance_future_pos - distance_portal + imprecision;
glm::vec3 new_movement = remaining_distance * portal_transform * linked_portal.normal;
_position = linked_portal.position + transformed_relative_pos - new_movement;
// _position = (linked_portal.position) + (_position - obj.position) - (((distance_future_pos - distance_portal + imprecision)) * linked_portal.normal);
// view direction
glm::vec2 previous_direction = getDirection();
_forward = glm::vec3(portal_transform * glm::vec4(_forward, 1.0f));
_up = glm::vec3(portal_transform * glm::vec4(_up, 1.0f));
_right = glm::vec3(portal_transform * glm::vec4(_right, 1.0f));
updateCameraDirections();
_velocity = glm::vec3(portal_transform * glm::vec4(_velocity, 0.0f));
renderer.addTeleport(previous_position, previous_direction, linked_portal.position + transformed_relative_pos, getDirection());
return (1);
}
}
}
return (0);
}
void Camera::processMouse(float xoffset, float yoffset, bool constraint_pitch = true)
{
_yaw += xoffset * _sensitivity;
_pitch += yoffset * _sensitivity;
// while(_yaw < 0)
// _yaw += 360;
// while(_yaw > 360)
// _yaw -= 360;
if (constraint_pitch)
{
if (_pitch > 89.0f) _pitch = 89.0f;
if (_pitch < -89.0f) _pitch = -89.0f;
}
updateCameraVectors();
}
void Camera::processKeyboard(bool forward, bool backward, bool left, bool right, bool up, bool down)
{
glm::vec3 acceleration(0.0f);
if (forward) acceleration += _forward;
if (backward) acceleration -= _forward;
if (right) acceleration += _right;
if (left) acceleration -= _right;
if (up) acceleration += _up;
if (down) acceleration -= _up;
if (glm::length(acceleration) > 0.1f)
acceleration = glm::normalize(acceleration) * _acceleration_rate;
_acceleration = acceleration;
}
glm::mat4 Camera::getViewMatrix()
{
return (glm::lookAt(_position, _position + _forward, _up));
}
glm::vec3 Camera::getPosition()
{
return (_position);
}
glm::vec2 Camera::getDirection()
{
return (glm::vec2(_pitch, _yaw));
}
GPUCamera Camera::getGPUData()
{
GPUCamera data;
data.view_matrix = getViewMatrix();
data.camera_position = _position;
data.aperture_size = _aperture_size;
data.focus_distance = _focus_distance;
data.fov = _fov;
data.bounce = _bounce;
return (data);
}
float Camera::getVelocity()
{
return (glm::length(_velocity));
}
int &Camera::getBounce()
{
return (_bounce);
}
float &Camera::getFov()
{
return (_fov);
}
float &Camera::getAperture()
{
return (_aperture_size);
}
float &Camera::getFocus()
{
return (_focus_distance);
}
void Camera::setPosition(glm::vec3 position)
{
_position = position;
}
void Camera::setDirection(float pitch, float yaw)
{
_pitch = pitch;
_yaw = yaw;
updateCameraVectors();
}
void Camera::setDOV(float aperture, float focus)
{
_aperture_size = aperture;
_focus_distance = focus;
}
void Camera::setBounce(int bounce)
{
_bounce = bounce;
}
void Camera::setFov(float fov)
{
_fov = fov;
}