// // 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) 2008-2021 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef SAMPLE_CAMERA_CONTROLLER_H #define SAMPLE_CAMERA_CONTROLLER_H #include "SampleAllocator.h" #include "RendererWindow.h" #include #include "foundation/PxVec3.h" namespace SampleFramework { class SamplePlatform; } class Camera; class CameraController : public SampleAllocateable { public: virtual ~CameraController() {} virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val) {} virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val) {} virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val) {} virtual void update(Camera& camera, PxReal dtime) {} virtual void collectInputEvents(std::vector& inputEvents) {} virtual PxReal getCameraSpeed() { return 0; } }; class DefaultCameraController : public CameraController { public: DefaultCameraController(); virtual ~DefaultCameraController(); void init(const PxVec3& pos, const PxVec3& rot); void init(const PxTransform& pose); void setCameraSpeed(const PxReal speed) { mCameraSpeed = speed; } PxReal getCameraSpeed() { return mCameraSpeed; } void setMouseLookOnMouseButton(bool mouseLookOnMB) { mMouseLookOnMB = mouseLookOnMB; } void setMouseSensitivity(PxReal mouseSensitivity) { mMouseSensitivity = mouseSensitivity; } // Implements CameraController void onMouseDelta(PxI32 dx, PxI32 dy); virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val); virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val); virtual void collectInputEvents(std::vector& inputEvents); virtual void update(Camera& camera, PxReal dtime); protected: PxVec3 mTargetEyePos; PxVec3 mTargetEyeRot; PxVec3 mEyePos; PxVec3 mEyeRot; bool mMouseButtonDown; bool mKeyFWDown; bool mKeyBKDown; bool mKeyRTDown; bool mKeyLTDown; bool mKeyUpDown; bool mKeyDownDown; bool mKeyShiftDown; PxReal mCameraSpeed; PxReal mCameraSpeedMultiplier; bool mMouseLookOnMB; PxReal mMouseSensitivity; }; #endif