fast-nuclear-sim/src/graphics/camera.cpp

156 lines
3.3 KiB
C++

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "camera.hpp"
#include "mesh/mesh.hpp"
#include "input/keyboard.hpp"
#include "../util/math.hpp"
#include <cmath>
#include <iostream>
#include <glm/matrix.hpp>
#include <glm/vec3.hpp>
#include <glm/ext/matrix_transform.hpp>
using namespace Sim::Graphics;
static bool on_ground = false;
static double yaw = 0, pitch = 0;
static glm::vec<3, double> pos(0, 0, 2);
static glm::vec<3, double> velocity(0);
static Mesh collision_scene;
static glm::mat4 camera_mat;
Json::Value Camera::serialize()
{
Json::Value node;
node["on_ground"] = on_ground;
node["yaw"] = yaw;
node["pitch"] = pitch;
node["pos"]["x"] = pos[0];
node["pos"]["y"] = pos[1];
node["pos"]["z"] = pos[2];
node["velocity"]["x"] = velocity[0];
node["velocity"]["y"] = velocity[1];
node["velocity"]["z"] = velocity[2];
return node;
}
void Camera::load(const Json::Value& node)
{
on_ground = node["on_ground"].asBool();
yaw = node["yaw"].asDouble();
pitch = node["pitch"].asDouble();
pos[0] = node["pos"]["x"].asDouble();
pos[1] = node["pos"]["y"].asDouble();
pos[2] = node["pos"]["z"].asDouble();
velocity[0] = node["velocity"]["x"].asDouble();
velocity[1] = node["velocity"]["y"].asDouble();
velocity[2] = node["velocity"]["z"].asDouble();
}
void Camera::rotate(double y, double p)
{
yaw += y * 0.05;
pitch -= p * 0.05;
if(pitch < 0) pitch = 0;
if(pitch > 180) pitch = 180;
}
void Camera::move(double xoff, double yoff, double zoff)
{
pos.x += xoff;
pos.y += yoff;
pos.z += zoff;
}
glm::vec<3, double> Camera::get_normal()
{
glm::mat<3, 3, double> mat(camera_mat);
return glm::vec<3, double>(0, 0, -1) * mat;
}
glm::vec<3, double> Camera::get_pos()
{
return pos;
}
void Camera::init(const Model& model)
{
collision_scene = model.load("collision");
}
void Camera::update(double dt)
{
glm::vec<2, double> off(0, 0);
double m = 30;
if(Keyboard::is_pressed(GLFW_KEY_W))
off.y += 1;
if(Keyboard::is_pressed(GLFW_KEY_S))
off.y -= 1;
if(Keyboard::is_pressed(GLFW_KEY_A))
off.x -= 1;
if(Keyboard::is_pressed(GLFW_KEY_D))
off.x += 1;
if(Keyboard::is_pressed(GLFW_KEY_LEFT_SHIFT))
m *= 1.5;
if(off.x != 0 || off.y != 0)
off = glm::normalize(off);
double angle = glm::radians<double>(yaw);
glm::mat<2, 2, double> mat = {
std::cos(angle), std::sin(angle),
-std::sin(angle), std::cos(angle)
};
glm::vec<2, double> rotated = glm::vec<2, double>(off.x, off.y) * mat;
velocity.z -= 9.81 * dt;
if(on_ground)
{
velocity.x += rotated.x * m * dt;
velocity.y += rotated.y * m * dt;
}
if(on_ground && Keyboard::is_pressed(GLFW_KEY_SPACE))
{
velocity.z += 3.5;
}
glm::vec<3, double> velocity2;
velocity2 = collision_scene.calc_intersect(pos, velocity * dt);
velocity2 = collision_scene.calc_intersect(pos + glm::vec<3, double>(0, 0, -1.5), velocity2) / dt;
pos += velocity2 * dt;
on_ground = ((velocity * dt / dt).z != velocity2.z);
velocity = velocity2 * std::pow(0.5, dt / (on_ground ? 0.05 : 10));
camera_mat = glm::mat4(1);
camera_mat = glm::rotate(camera_mat, (float)glm::radians(-pitch), glm::vec3(1, 0, 0));
camera_mat = glm::rotate(camera_mat, (float)glm::radians(yaw), glm::vec3(0, 0, 1));
camera_mat = glm::translate(camera_mat, glm::vec3(-pos.x, -pos.y, -pos.z));
}
double Camera::get_pitch()
{
return pitch;
}
double Camera::get_yaw()
{
return yaw;
}
glm::mat4 Camera::get_matrix()
{
return camera_mat;
}