// // 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 "SamplePreprocessor.h" #include "SampleCameraController.h" #include "SampleCamera.h" #include "SampleApplication.h" #include "SamplePlatform.h" #include "PsUtilities.h" #include "SampleBaseInputEventIds.h" #include #include "SampleUserInputDefines.h" #include using namespace physx; using namespace SampleRenderer; using namespace SampleFramework; // PT: this replicates the default SampleApplication behaviour, but with a much better design. We // want to be able to isolate & replace the camera controlling code easily. static const float g_smoothCamBaseVel = 6.0f; static const float g_smoothCamPosLerp = 0.4f; static const float g_smoothCamFastMul = 4.0f; static const float g_smoothCamRotSpeed = 0.005f; static const float g_smoothCamRotLerp = 0.4f; static PxReal gGamepadYawInc = 0.0f; static PxReal gGamepadPitchInc = 0.0f; static PxReal gGamepadForwardInc = 0.0f; static PxReal gGamepadLateralInc = 0.0f; static PxVec3 QuatToEuler(const PxQuat& q) { PxVec3 dir = -PxMat33(q)[2]; PxReal r = PxSqrt(dir.x * dir.x + dir.z * dir.z); PxVec3 rot(0.0f, PxHalfPi, 0.0f); if (r != 0.0f) { rot.x = -PxAtan(dir.y / r); rot.y = PxAsin(dir.x / r); if (dir.z > 0.0f) rot.y = PxPi - rot.y; } return rot; } /////////////////////////////////////////////////////////////////////////////// DefaultCameraController::DefaultCameraController() : mMouseButtonDown (false), mKeyFWDown (false), mKeyBKDown (false), mKeyRTDown (false), mKeyLTDown (false), mKeyUpDown (false), mKeyDownDown (false), mKeyShiftDown (false), mCameraSpeed (0.f), mCameraSpeedMultiplier (1.f), mMouseLookOnMB (true), mMouseSensitivity (1.f) { mTargetEyePos = PxVec3(0); mTargetEyeRot = PxVec3(0); mEyePos = PxVec3(0); mEyeRot = PxVec3(0); } DefaultCameraController::~DefaultCameraController() { } /////////////////////////////////////////////////////////////////////////////// void DefaultCameraController::init(const PxVec3& pos, const PxVec3& rot) { mTargetEyePos = mEyePos = pos; mTargetEyeRot = mEyeRot = rot; } void DefaultCameraController::init(const PxTransform& pose) { init(pose.p, QuatToEuler(pose.q)); } void DefaultCameraController::onPointerInputEvent(const InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val) { switch (ie.m_Id) { case CAMERA_MOUSE_LOOK: { if (!mMouseLookOnMB || mMouseButtonDown) onMouseDelta(static_cast(dx), static_cast(dy)); } break; case MOUSE_LOOK_BUTTON: { mMouseButtonDown = val; } break; } } void DefaultCameraController::onMouseDelta(PxI32 dx, PxI32 dy) { mTargetEyeRot.x -= dy * mMouseSensitivity * g_smoothCamRotSpeed; mTargetEyeRot.y += dx * mMouseSensitivity * g_smoothCamRotSpeed; } void DefaultCameraController::collectInputEvents(std::vector& inputEvents) { //digital keyboard events DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_FORWARD, SCAN_CODE_FORWARD, SCAN_CODE_FORWARD, SCAN_CODE_FORWARD ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_BACKWARD, SCAN_CODE_BACKWARD, SCAN_CODE_BACKWARD, SCAN_CODE_BACKWARD ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_UP, SCAN_CODE_UP, SCAN_CODE_UP, SCAN_CODE_UP ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_DOWN, SCAN_CODE_DOWN, SCAN_CODE_DOWN, SCAN_CODE_DOWN ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_LEFT, SCAN_CODE_LEFT, SCAN_CODE_LEFT, SCAN_CODE_LEFT ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_RIGHT, SCAN_CODE_RIGHT, SCAN_CODE_RIGHT, SCAN_CODE_RIGHT ); DIGITAL_INPUT_EVENT_DEF(CAMERA_SHIFT_SPEED, SCAN_CODE_LEFT_SHIFT, OSXKEY_SHIFT, LINUXKEY_SHIFT ); DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_INCREASE, WKEY_ADD, OSXKEY_ADD, LINUXKEY_ADD ); DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_DECREASE, WKEY_SUBTRACT, OSXKEY_SUBTRACT, LINUXKEY_SUBTRACT ); //digital mouse events DIGITAL_INPUT_EVENT_DEF(MOUSE_LOOK_BUTTON, MOUSE_BUTTON_LEFT, MOUSE_BUTTON_LEFT, LINUXKEY_UNKNOWN ); //digital gamepad events DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_INCREASE, GAMEPAD_LEFT_STICK, OSXKEY_UNKNOWN, LINUXKEY_UNKNOWN ); DIGITAL_INPUT_EVENT_DEF(CAMERA_SPEED_DECREASE, GAMEPAD_RIGHT_STICK, OSXKEY_UNKNOWN, LINUXKEY_UNKNOWN ); //analog gamepad events ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, LINUXKEY_UNKNOWN ); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_UP_DOWN, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, LINUXKEY_UNKNOWN ); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_LEFT_RIGHT, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, LINUXKEY_UNKNOWN ); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_FORWARD_BACK, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, LINUXKEY_UNKNOWN ); } /////////////////////////////////////////////////////////////////////////////// void DefaultCameraController::onDigitalInputEvent(const SampleFramework::InputEvent& ie, bool val) { if(val) { if(ie.m_Id == CAMERA_MOVE_FORWARD) mKeyFWDown = true; else if(ie.m_Id == CAMERA_MOVE_UP) mKeyUpDown = true; else if(ie.m_Id == CAMERA_MOVE_BACKWARD) mKeyBKDown = true; else if(ie.m_Id == CAMERA_MOVE_LEFT) mKeyLTDown = true; else if(ie.m_Id == CAMERA_MOVE_RIGHT) mKeyRTDown = true; else if(ie.m_Id == CAMERA_SHIFT_SPEED) mKeyShiftDown = true; else if(ie.m_Id == CAMERA_MOVE_DOWN) mKeyDownDown = true; else if(ie.m_Id == CAMERA_SPEED_DECREASE) mCameraSpeedMultiplier *= 0.5f; else if(ie.m_Id == CAMERA_SPEED_INCREASE) mCameraSpeedMultiplier *= 2.0f; } else { if(ie.m_Id == CAMERA_MOVE_FORWARD) mKeyFWDown = false; else if(ie.m_Id == CAMERA_MOVE_UP) mKeyUpDown = false; else if(ie.m_Id == CAMERA_MOVE_BACKWARD) mKeyBKDown = false; else if(ie.m_Id == CAMERA_MOVE_LEFT) mKeyLTDown = false; else if(ie.m_Id == CAMERA_MOVE_RIGHT) mKeyRTDown = false; else if(ie.m_Id == CAMERA_SHIFT_SPEED) mKeyShiftDown = false; else if(ie.m_Id == CAMERA_MOVE_DOWN) mKeyDownDown = false; } } static PX_FORCE_INLINE PxReal remapAxisValue(PxReal absolutePosition) { return absolutePosition * absolutePosition * absolutePosition * 5.0f; } void DefaultCameraController::onAnalogInputEvent(const SampleFramework::InputEvent& ie, float val) { if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT) { gGamepadYawInc = remapAxisValue(val); } else if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_UP_DOWN) { gGamepadPitchInc = - remapAxisValue(val); } else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_LEFT_RIGHT) { gGamepadLateralInc = - val; } else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_FORWARD_BACK) { gGamepadForwardInc = val; } } /////////////////////////////////////////////////////////////////////////////// // PT: TODO: refactor this static PxMat33 EulerToMat33(const PxVec3 &e) { float c1 = cosf(e.z); float s1 = sinf(e.z); float c2 = cosf(e.y); float s2 = sinf(e.y); float c3 = cosf(e.x); float s3 = sinf(e.x); PxMat33 m(PxVec3(c1*c2, -s1*c2, s2), PxVec3((s1*c3)+(c1*s2*s3), (c1*c3)-(s1*s2*s3),-c2*s3), PxVec3((s1*s3)-(c1*s2*c3), (c1*s3)+(s1*s2*c3), c2*c3)); return m; } void DefaultCameraController::update(Camera& camera, PxReal dtime) { // PT: copied from SampleApplication::onMouseMove const float eyeCap = 1.5f; mTargetEyeRot.x += gGamepadPitchInc * dtime; mTargetEyeRot.y += gGamepadYawInc * dtime; if(mTargetEyeRot.x > eyeCap) mTargetEyeRot.x = eyeCap; if(mTargetEyeRot.x < -eyeCap) mTargetEyeRot.x = -eyeCap; mEyeRot += (mTargetEyeRot - mEyeRot) * g_smoothCamRotLerp; const PxMat33 tmp = EulerToMat33(mEyeRot); const PxVec3 forward = -tmp[2]; const PxVec3 right = -tmp[0]; const PxReal padEyeSpeed = mCameraSpeed == 0.f ? g_smoothCamBaseVel * mCameraSpeedMultiplier * dtime * g_smoothCamFastMul : mCameraSpeed; mTargetEyePos += forward * padEyeSpeed * gGamepadForwardInc; mTargetEyePos += right * padEyeSpeed * gGamepadLateralInc; const PxReal keyEyeSpeed = mCameraSpeed == 0.f ? g_smoothCamBaseVel * mCameraSpeedMultiplier * dtime * (mKeyShiftDown ? g_smoothCamFastMul : 1.0f) : mCameraSpeed; if(mKeyFWDown) mTargetEyePos -= tmp[2] * keyEyeSpeed; if(mKeyBKDown) mTargetEyePos += tmp[2] * keyEyeSpeed; if(mKeyLTDown) mTargetEyePos -= tmp[0] * keyEyeSpeed; if(mKeyRTDown) mTargetEyePos += tmp[0] * keyEyeSpeed; if(mKeyUpDown) mTargetEyePos += tmp[1] * keyEyeSpeed; if(mKeyDownDown) mTargetEyePos -= tmp[1] * keyEyeSpeed; mEyePos += (mTargetEyePos - mEyePos) * g_smoothCamPosLerp; camera.setPos(mEyePos); camera.setRot(mEyeRot); } ///////////////////////////////////////////////////////////////////////////////