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author | Adrian Kummerlaender | 2021-06-19 23:17:49 +0200 |
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committer | Adrian Kummerlaender | 2021-06-19 23:17:49 +0200 |
commit | 0f0a35339723e5dc67d2e519f606e5854cfb9e96 (patch) | |
tree | 0729ce5669e8f560f0b4eca6f71f4997e4bc4656 | |
parent | b8d9e36baf889f93aff5761f49fa7eb30874d283 (diff) | |
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Tidy up camera rotation
-rw-r--r-- | lbm.org | 65 | ||||
-rw-r--r-- | tangle/util/camera.h | 59 |
2 files changed, 48 insertions, 76 deletions
@@ -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 <cuda-samples/Common/helper_math.h> -#include "SFML/Window/Event.hpp" - -#include <glm/glm.hpp> -#include <glm/gtc/quaternion.hpp> #include <glm/gtx/quaternion.hpp> -#include <glm/common.hpp> +#include "SFML/Window/Event.hpp" <<camera>> #+END_SRC diff --git a/tangle/util/camera.h b/tangle/util/camera.h index 2b2c9ef..4f31489 100644 --- a/tangle/util/camera.h +++ b/tangle/util/camera.h @@ -1,20 +1,15 @@ #include <cuda-samples/Common/helper_math.h> -#include "SFML/Window/Event.hpp" - -#include <glm/glm.hpp> -#include <glm/gtc/quaternion.hpp> #include <glm/gtx/quaternion.hpp> -#include <glm/common.hpp> +#include "SFML/Window/Event.hpp" class Camera { private: glm::quat _rotation; - glm::mat3 _matrix; - 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; bool _dragging; bool _moving; @@ -23,21 +18,17 @@ private: public: Camera(float3 target, float distance): _distance(distance), - _target(target), + _target(target.x, target.y, target.z), _dragging(false), _moving(false) { update(); } void update() { - 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)); } void handle(sf::Event& event) { @@ -62,37 +53,33 @@ public: } 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; } update(); } 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); } }; |