// // 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. #include "SnippetCamera.h" #include #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; } }