From: Daniel Karbach Date: Fri, 15 Dec 2017 14:31:37 +0000 (+0100) Subject: better camera behaviour X-Git-Url: http://git.localhorst.tv/?p=blobs.git;a=commitdiff_plain;h=7a0da3422f7c9b81ae529a7554f6d16e85f05e1d better camera behaviour --- diff --git a/src/app/MasterState.hpp b/src/app/MasterState.hpp index 7521d8e..cb95215 100644 --- a/src/app/MasterState.hpp +++ b/src/app/MasterState.hpp @@ -12,6 +12,9 @@ namespace blobs { +namespace creature { + class Creature; +} namespace world { class Body; class Simulation; @@ -32,6 +35,9 @@ public: MasterState &operator =(MasterState &&) = delete; public: + void Show(creature::Creature &) noexcept; + void Show(world::Body &) noexcept; + graphics::Camera &GetCamera() noexcept { return cam; } const graphics::Camera &GetCamera() const noexcept { return cam; } @@ -64,11 +70,19 @@ private: world::Simulation ∼ graphics::Camera cam; + glm::dvec3 cam_pos; + glm::dvec3 cam_tgt_pos; + glm::dvec3 cam_focus; + glm::dvec3 cam_tgt_focus; + glm::dvec3 cam_up; + glm::dvec3 cam_tgt_up; double cam_dist; - double cam_tgt_dist; glm::dvec3 cam_orient; bool cam_dragging; + creature::Creature *shown_creature; + world::Body *shown_body; + ui::BodyPanel bp; ui::CreaturePanel cp; ui::RecordsPanel rp; diff --git a/src/app/states.cpp b/src/app/states.cpp index 929656f..d86039b 100644 --- a/src/app/states.cpp +++ b/src/app/states.cpp @@ -9,6 +9,9 @@ #include "../world/Simulation.hpp" #include "../world/Sun.hpp" +#include +#include +#include #include #include @@ -23,10 +26,17 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept , assets(assets) , sim(sim) , cam(sim.Root()) +, cam_pos(0.0, 0.0, 1.0) +, cam_tgt_pos(0.0, 0.0, 1.0) +, cam_focus(0.0) +, cam_tgt_focus(0.0) +, cam_up(0.0, 1.0, 0.0) +, cam_tgt_up(0.0, 1.0, 0.0) , cam_dist(5.0) -, cam_tgt_dist(5.0) , cam_orient(PI * 0.375, PI * 0.25, 0.0) , cam_dragging(false) +, shown_creature(nullptr) +, shown_body(nullptr) , bp(assets) , cp(assets) , rp(sim) @@ -44,6 +54,28 @@ MasterState::~MasterState() noexcept { } +void MasterState::Show(creature::Creature &c) noexcept { + cam.Reference(c.GetSituation().GetPlanet()); + cam.TrackOrientation(true); + cam_orient.x = std::max(0.0, cam_orient.x); + cp.Show(c); + bp.Hide(); + tp.SetBody(c.GetSituation().GetPlanet()); + shown_creature = &c; + shown_body = nullptr; +} + +void MasterState::Show(world::Body &b) noexcept { + cam.Reference(b); + cam.TrackOrientation(false); + bp.Show(b); + cp.Hide(); + tp.SetBody(b); + shown_creature = nullptr; + shown_body = &b; +} + + void MasterState::OnResize(int w, int h) { assets.shaders.canvas.Activate(); assets.shaders.canvas.Resize(float(w), float(h)); @@ -71,6 +103,10 @@ void MasterState::OnUpdate(int dt) { Tick(); --max_tick; } + if (max_tick == 0) { + // drop remaining + remain = 0; + } } void MasterState::Tick() { @@ -81,11 +117,47 @@ void MasterState::Tick() { remain -= FrameMS(); thirds = (thirds + 1) % 3; - double cam_diff = cam_tgt_dist - cam_dist; - if (std::abs(cam_diff) > 0.001) { - cam_dist += cam_diff * 0.25; + // determine where camera should be + double actual_dist = cam_dist; + if (shown_creature) { + cam_tgt_focus = shown_creature->GetSituation().Position(); + cam_tgt_up = glm::normalize(cam_tgt_focus); + actual_dist += shown_creature->Size(); + } else if (shown_body) { + cam_tgt_focus = glm::dvec3(0.0); + cam_tgt_up = glm::dvec3(0.0, 1.0, 0.0); + actual_dist += shown_body->Radius(); + } + + glm::dvec3 dir(0.0, 0.0, -actual_dist); + glm::dvec3 ref_dir(glm::normalize(glm::cross(cam_tgt_up, glm::dvec3(-cam_tgt_up.z, cam_tgt_up.x, cam_tgt_up.y)))); + dir = + glm::dmat3(ref_dir, cam_tgt_up, glm::cross(ref_dir, cam_tgt_up)) + * glm::dmat3(glm::eulerAngleYX(-cam_orient.y, -cam_orient.x)) + * dir; + cam_tgt_up = glm::rotate(cam_tgt_up, cam_orient.z, glm::normalize(-dir)); + cam_tgt_pos = cam_tgt_focus - dir; + + // approach target location + glm::dvec3 cam_pos_diff(cam_tgt_pos - cam_pos); + if (glm::length2(cam_pos_diff) > 0.000001) { + cam_pos += cam_pos_diff * 0.25; + } else { + cam_pos = cam_tgt_pos; + } + + glm::dvec3 cam_focus_diff(cam_tgt_focus - cam_focus); + if (glm::length2(cam_focus_diff) > 0.000001) { + cam_focus += cam_focus_diff * 0.25; } else { - cam_dist = cam_tgt_dist; + cam_focus = cam_tgt_focus; + } + + double cam_up_diff = glm::angle(cam_up, cam_tgt_up); + if (cam_up_diff > 0.001) { + cam_up = glm::rotate(cam_up, cam_up_diff * 0.25, glm::normalize(glm::cross(cam_up, cam_tgt_up))); + } else { + cam_up = cam_tgt_up; } } @@ -114,35 +186,33 @@ void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) { glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View())); math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y)); - creature::Creature *closest_creature = nullptr; + shown_creature = nullptr; double closest_dist = std::numeric_limits::infinity(); for (creature::Creature *c : sim.LiveCreatures()) { glm::dvec3 normal(0.0); double dist = 0.0; if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist) && dist < closest_dist) { - closest_creature = c; + shown_creature = c; closest_dist = dist; } } - world::Body *closest_body = nullptr; + shown_body = nullptr; for (world::Body *b : sim.Bodies()) { glm::dvec3 normal(0.0); double dist = 0.0; if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) { - closest_creature = nullptr; - closest_body = b; + shown_creature = nullptr; + shown_body = b; closest_dist = dist; } } - if (closest_creature) { - cp.Show(*closest_creature); - bp.Hide(); - } else if (closest_body) { - bp.Show(*closest_body); - cp.Hide(); + if (shown_creature) { + Show(*shown_creature); + } else if (shown_body) { + Show(*shown_body); } else { cp.Hide(); bp.Hide(); @@ -157,7 +227,7 @@ void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) { constexpr double pitch_scale = PI * 0.001; constexpr double yaw_scale = PI * 0.002; if (cam_dragging) { - cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.499); + cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, shown_creature ? 0.0 : PI * -0.499, PI * 0.499); cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0); } } @@ -167,23 +237,17 @@ void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) { constexpr double zoom_scale = -1.0; constexpr double zoom_base = 1.125; cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5); - if (cp.Shown()) { - cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale)); - } else { - cam_tgt_dist = std::max(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale)); - } + cam_dist = std::max(0.125, cam_dist * std::pow(zoom_base, double(e.y) * zoom_scale)); } void MasterState::OnRender(graphics::Viewport &viewport) { - if (cp.Shown()) { - cam.Radial(cp.GetCreature(), cam_dist, cam_orient); - assets.shaders.planet_surface.Activate(); - assets.shaders.planet_surface.SetV(cam.View()); - assets.shaders.sun_surface.Activate(); - assets.shaders.sun_surface.SetV(cam.View()); - assets.shaders.creature_skin.Activate(); - assets.shaders.creature_skin.SetV(cam.View()); - } + cam.LookAt(cam_pos, cam_focus, cam_up); + assets.shaders.planet_surface.Activate(); + assets.shaders.planet_surface.SetV(cam.View()); + assets.shaders.sun_surface.Activate(); + assets.shaders.sun_surface.SetV(cam.View()); + assets.shaders.creature_skin.Activate(); + assets.shaders.creature_skin.SetV(cam.View()); int num_lights = 0; for (auto sun : sim.Suns()) { diff --git a/src/blobs.cpp b/src/blobs.cpp index 52d4b57..2072510 100644 --- a/src/blobs.cpp +++ b/src/blobs.cpp @@ -73,8 +73,7 @@ int main(int argc, char *argv[]) { blob->BuildVAO(); app::MasterState state(assets, sim); - state.GetCreaturePanel().Show(*blob); - state.GetTimePanel().SetBody(planet); + state.Show(*blob); app::Application app(init.window, init.viewport); app.PushState(&state); diff --git a/src/graphics/Camera.hpp b/src/graphics/Camera.hpp index e4c0b7f..b00d580 100644 --- a/src/graphics/Camera.hpp +++ b/src/graphics/Camera.hpp @@ -5,9 +5,6 @@ namespace blobs { -namespace creature { - class Creature; -} namespace world { class Body; } @@ -34,10 +31,10 @@ public: const world::Body &Reference() const noexcept { return *ref; } Camera &Reference(const world::Body &) noexcept; - /// look at center, position relative to orbital reference plane for children - Camera &Orbital(const glm::vec3 &pos) noexcept; - /// look at creature from the side, angle in euler (ZXY in surface reference plane) - Camera &Radial(const creature::Creature &, double distance, const glm::dvec3 &angle); + Camera &LookAt(const glm::vec3 &pos, const glm::vec3 &tgt, const glm::vec3 &up) noexcept; + + /// track orientation of reference body + void TrackOrientation(bool b = true) noexcept { track_orient = b; } const glm::mat4 &Projection() const noexcept { return projection; } const glm::mat4 &View() const noexcept { return view; } diff --git a/src/graphics/viewport.cpp b/src/graphics/viewport.cpp index c372773..e4a2927 100644 --- a/src/graphics/viewport.cpp +++ b/src/graphics/viewport.cpp @@ -8,8 +8,6 @@ #include #include -#include -#include #include @@ -60,33 +58,8 @@ Camera &Camera::Reference(const world::Body &r) noexcept { return *this; } -Camera &Camera::Orbital(const glm::vec3 &pos) noexcept { - track_orient = false; - view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); - return *this; -} - -Camera &Camera::Radial(const creature::Creature &c, double distance, const glm::dvec3 &angle) { - const creature::Situation &s = c.GetSituation(); - glm::dvec3 pos(s.Position()); - glm::dvec3 up(0.0); - glm::dvec3 dir(0.0, 0.0, -distance); - if (s.OnSurface()) { - Reference(s.GetPlanet()); - track_orient = true; - up = s.GetPlanet().NormalAt(s.Position()); - glm::dvec3 ref(glm::normalize(glm::cross(up, glm::dvec3(up.z, up.x, up.y)))); - dir = - glm::dmat3(ref, up, glm::cross(ref, up)) - * glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) - * dir; - } else { - up.y = 1.0; - dir = glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) * dir; - } - pos += up * (c.Size() * 0.5); - up = glm::rotate(up, angle.z, glm::normalize(-dir)); - view = glm::lookAt(pos - dir, pos, up); +Camera &Camera::LookAt(const glm::vec3 &pos, const glm::vec3 &tgt, const glm::vec3 &up) noexcept { + view = glm::lookAt(pos, tgt, up); return *this; }