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#include <cuda-samples/Common/helper_math.h>
#include "SFML/Window/Event.hpp"
class Camera {
private:
float _distance;
float _phi;
float _psi;
float3 _target;
float3 _eye;
float3 _direction;
bool _dragging;
bool _moving;
float2 _lastMouse;
public:
Camera(float3 target, float distance, float phi, float psi):
_distance(distance),
_phi(phi),
_psi(psi),
_target(target),
_dragging(false),
_moving(false) {
update();
}
void update() {
_eye = _target + make_float3(_distance*sin(_psi)*cos(_phi), _distance*sin(_psi)*sin(_phi), _distance*cos(_psi));
_direction = normalize(_target - _eye);
}
void handle(sf::Event& event) {
switch (event.type) {
case sf::Event::MouseWheelMoved:
_distance -= event.mouseWheel.delta * 10;
break;
case sf::Event::MouseButtonPressed:
if (event.mouseButton.button == sf::Mouse::Left) {
_dragging = true;
_lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y);
} else if (event.mouseButton.button == sf::Mouse::Right) {
_moving = true;
_lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y);
}
break;
case sf::Event::MouseButtonReleased:
if (event.mouseButton.button == sf::Mouse::Left) {
_dragging = false;
} else if (event.mouseButton.button == sf::Mouse::Right) {
_moving = false;
}
break;
case sf::Event::MouseMoved:
if (_dragging) {
float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y);
float2 delta = mouse - _lastMouse;
_lastMouse = mouse;
_phi += 0.4*delta.x * 2*M_PI/360;
if (delta.y > 0 && _psi <= M_PI-2*M_PI/60) {
_psi += 0.4*delta.y * M_PI/180;
} else if (delta.y < 0 && _psi >= 2*M_PI/60) {
_psi += 0.4*delta.y * M_PI/180;
}
}
if (_moving) {
float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y);
float2 delta = mouse - _lastMouse;
_lastMouse = mouse;
float3 forward = normalize(_target - _eye);
float3 right = normalize(cross(make_float3(0.f, 0.f, -1.f), forward));
float3 up = cross(right, forward);
_target += 0.4*right*delta.x - 0.4*up*delta.y;
}
break;
}
update();
}
float3 getDirection() const {
return _direction;
}
float3 getEyePosition() const {
return _eye;
}
};
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