From 0f0a35339723e5dc67d2e519f606e5854cfb9e96 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Sat, 19 Jun 2021 23:17:49 +0200 Subject: Tidy up camera rotation --- lbm.org | 65 +++++++++++++++++++++++++---------------------------------------- 1 file changed, 25 insertions(+), 40 deletions(-) (limited to 'lbm.org') diff --git a/lbm.org b/lbm.org index c953031..ac99324 100644 --- a/lbm.org +++ b/lbm.org @@ -4491,13 +4491,11 @@ a orbiting camera. This type of camera can be rotated around a central target po While translation is realized easily by adding a shift vector to the current camera position, rotation is more complex. We are going to accumulate all rotation operations in a single quaternion variable -=_rotation=. This 4D vector is easily converted into a rotation matrix for mapping the screen space -pinhole parameters into world space. +=_rotation=. Given 3D vectors $v$ are easily rotated by a quaternion $q$ using $v^\prime = q v \overline{q}$. #+NAME: camera-spherical-coordinates #+BEGIN_SRC cpp glm::quat _rotation; -glm::mat3 _matrix; #+END_SRC Using the rotation matrix we can compute the pinhole camera parameters. As they only change @@ -4505,27 +4503,22 @@ when a rotation is performed we store them in a set of variables. #+NAME: camera-cartesian-coordinates #+BEGIN_SRC cpp -float3 _target; -float3 _position; -float3 _forward; -float3 _right; -float3 _up; +glm::vec3 _target; +glm::vec3 _position; +glm::vec3 _forward; +glm::vec3 _right; +glm::vec3 _up; float _distance; #+END_SRC -The =update= function projects the screen space forward, right and up vectors into world space -by simply multiplying them by the rotation matrix. +The =update= function projects the screen space forward, right and up vectors into world space. #+NAME: camera-projection #+BEGIN_SRC cpp :eval no :main no -glm::vec3 position = _matrix * glm::vec3(0, _distance, 0); -_position = _target + make_float3(position[0], position[1], position[2]); -_forward = normalize(_target - _position); - -glm::vec3 right = _matrix * glm::vec4(-1, 0, 0, 0); -_right = make_float3(right[0], right[1], right[2]); -glm::vec3 up = _matrix * glm::vec4(glm::cross(glm::vec3(0, 1, 0), glm::vec3(-1, 0, 0)), 0); -_up = make_float3(up[0], up[1], up[2]); +_position = _target + glm::axis(_rotation * glm::quat(0, 0, _distance, 0) * glm::conjugate(_rotation)); +_forward = glm::normalize(_target - _position); +_right = glm::axis(_rotation * glm::quat(0, -1, 0, 0) * glm::conjugate(_rotation)); +_up = glm::axis(_rotation * glm::quat(0, glm::cross(glm::vec3(0, 1, 0), glm::vec3(-1, 0, 0))) * glm::conjugate(_rotation)); #+END_SRC Finally we need to handle user input events to change the translation vector @@ -4554,22 +4547,18 @@ case sf::Event::MouseButtonReleased: } break; case sf::Event::MouseMoved: + float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y); if (_dragging) { - float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y); - float2 delta = mouse - _lastMouse; - _lastMouse = mouse; - - glm::quat rotation_z = glm::conjugate(_rotation) * glm::vec3(0,0,0.01*delta.x); - glm::quat rotation_x = glm::conjugate(_rotation) * glm::vec3(0.01*delta.y,0,0); - - _matrix = _matrix * glm::mat3_cast(_rotation * glm::cross(rotation_x, rotation_z)); + float2 delta = 0.005 * (mouse - _lastMouse); + glm::quat rotation_z = glm::vec3(0,0,delta.x); + glm::quat rotation_x = glm::vec3(delta.y,0,0); + _rotation *= glm::cross(rotation_x, rotation_z); } if (_moving) { - float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y); - float2 delta = mouse - _lastMouse; - _lastMouse = mouse; - _target += 0.4*_right*delta.x + 0.4*_up*delta.y; + float2 delta = 0.04 * (mouse - _lastMouse); + _target += _right*delta.x + _up*delta.y; } + _lastMouse = mouse; break; } #+END_SRC @@ -4587,7 +4576,7 @@ private: public: Camera(float3 target, float distance): _distance(distance), - _target(target), + _target(target.x, target.y, target.z), _dragging(false), _moving(false) { update(); @@ -4603,28 +4592,24 @@ public: } float3 getPosition() const { - return _position; + return make_float3(_position.x, _position.y, _position.z); } float3 getForward() const { - return _forward; + return make_float3(_forward.x, _forward.y, _forward.z); } float3 getRight() const { - return _right; + return make_float3(_right.x, _right.y, _right.z); } float3 getUp() const { - return _up; + return make_float3(_up.x, _up.y, _up.z); } }; #+END_SRC #+BEGIN_SRC cpp :tangle tangle/util/camera.h :eval no :main no #include -#include "SFML/Window/Event.hpp" - -#include -#include #include -#include +#include "SFML/Window/Event.hpp" <> #+END_SRC -- cgit v1.2.3