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XCEngine/engine/third_party/physx/snippets/snippetrender/SnippetCamera.cpp

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C++

// 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) 2008-2025 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 "SnippetCamera.h"
#include <ctype.h>
#include "foundation/PxMat33.h"
using namespace physx;
namespace Snippets
{
Camera::Camera(const PxVec3& eye, const PxVec3& dir) : mMouseX(0), mMouseY(0), mSpeed(2.0f)
{
mEye = eye;
mDir = dir.getNormalized();
}
void Camera::handleMouse(int button, int state, int x, int y)
{
PX_UNUSED(state);
PX_UNUSED(button);
mMouseX = x;
mMouseY = y;
}
bool Camera::handleKey(unsigned char key, int x, int y, float speed)
{
PX_UNUSED(x);
PX_UNUSED(y);
const PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
switch(toupper(key))
{
case 'W': mEye += mDir*mSpeed*speed; break;
case 'S': mEye -= mDir*mSpeed*speed; break;
case 'A': mEye -= viewY*mSpeed*speed; break;
case 'D': mEye += viewY*mSpeed*speed; break;
default: return false;
}
return true;
}
void Camera::handleAnalogMove(float x, float y)
{
PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
mEye += mDir*y;
mEye += viewY*x;
}
void Camera::handleMotion(int x, int y)
{
const int dx = mMouseX - x;
const int dy = mMouseY - y;
const PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
const float Sensitivity = PxPi * 0.5f / 180.0f;
const PxQuat qx(Sensitivity * dx, PxVec3(0,1,0));
mDir = qx.rotate(mDir);
const PxQuat qy(Sensitivity * dy, viewY);
mDir = qy.rotate(mDir);
mDir.normalize();
mMouseX = x;
mMouseY = y;
}
PxTransform Camera::getTransform() const
{
PxVec3 viewY = mDir.cross(PxVec3(0,1,0));
if(viewY.normalize()<1e-6f)
return PxTransform(mEye);
const PxMat33 m(mDir.cross(viewY), viewY, -mDir);
return PxTransform(mEye, PxQuat(m));
}
PxVec3 Camera::getEye() const
{
return mEye;
}
PxVec3 Camera::getDir() const
{
return mDir;
}
void Camera::setPose(const PxVec3& eye, const PxVec3& dir)
{
mEye = eye;
mDir = dir;
}
void Camera::setSpeed(float speed)
{
mSpeed = speed;
}
}