Files
Juliet/Game/Controller/DebugCameraController.c

164 lines
5.4 KiB
C

#include <Controller/DebugCameraController.h>
#include <Controller/ControllerUtils.h>
#include <Core/Common/CoreUtils.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/HAL/Mouse/Mouse.h>
#include <Core/Memory/MemoryArena.h>
#include <Graphics/Camera.h>
#include <dcimgui.h>
#include <math.h>
global bool8 gIsDebugCameraActive = false;
global index_t gPreviousCameraIndex = 0;
global float gPitch = 0.0f;
global float gYaw = 0.0f;
global bool8 gFirstUpdate = true;
global bool8 gIsFpsModeActive = false;
global bool8 gWasRightMouseButtonDown = false;
void ActivateDebugController(void)
{
Assert(gIsDebugCameraActive == false);
Camera* currentCam = GetCurrentCamera();
gPreviousCameraIndex = currentCam->Index;
SetCurrentCamera(kDebugCamera);
gIsDebugCameraActive = true;
gFirstUpdate = true;
gIsFpsModeActive = false;
gWasRightMouseButtonDown = false;
}
void DeactivateDebugController(void)
{
Assert(gIsDebugCameraActive);
gIsDebugCameraActive = false;
SetCurrentCamera(gPreviousCameraIndex);
}
bool8 IsDebugControllerActive(void)
{
return gIsDebugCameraActive;
}
void UpdateDebugController(float dt)
{
Camera* currentCam = GetCurrentCamera();
if (gFirstUpdate)
{
Vector3 origin = { 0.0f, 0.0f, 0.0f };
Vector3 dir = Vector3Sub(origin, currentCam->Position);
dir = Normalize(dir);
gPitch = asinf(dir.z);
gYaw = atan2f(dir.y, dir.x);
gFirstUpdate = false;
Vector3 forward = { cosf(gPitch) * cosf(gYaw), cosf(gPitch) * sinf(gYaw), sinf(gPitch) };
Vector3 worldUp = { 0.0f, 0.0f, 1.0f };
Vector3 right = Normalize(Cross(worldUp, forward));
currentCam->Target = Vector3Add(currentCam->Position, forward);
currentCam->Up = Cross(forward, right);
}
bool8 isRightMouseButtonDown = IsMouseButtonDown(MouseButton_Right);
if (isRightMouseButtonDown && !gWasRightMouseButtonDown)
{
gIsFpsModeActive = !gIsFpsModeActive;
}
gWasRightMouseButtonDown = isRightMouseButtonDown;
if (gIsFpsModeActive)
{
MousePosition mouseDelta = GetMouseDelta();
float sensitivity = 0.005f;
gYaw += (float)mouseDelta.X * sensitivity;
gPitch -= (float)mouseDelta.Y * sensitivity;
gPitch = Min(gPitch, 1.5f);
gPitch = Max(gPitch, -1.5f);
if (IsKeyDown(ScanCode_Q))
{
gYaw -= 2.0f * dt;
}
if (IsKeyDown(ScanCode_E))
{
gYaw += 2.0f * dt;
}
Vector3 forward = { cosf(gPitch) * cosf(gYaw), cosf(gPitch) * sinf(gYaw), sinf(gPitch) };
Vector3 worldUp = { 0.0f, 0.0f, 1.0f };
Vector3 right = Normalize(Cross(worldUp, forward));
Vector3 defaultUp = Cross(forward, right);
const float kMovementPerFrame = 10.f; // 10m/s
float speedPerFrame = kMovementPerFrame;
if (IsKeyDown(ScanCode_LeftShift))
{
speedPerFrame *= 10.f; // 100m/s
}
if (IsKeyDown(ScanCode_W))
{
currentCam->Position = Vector3Add(currentCam->Position, Vector3Scale(forward, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_S))
{
currentCam->Position = Vector3Sub(currentCam->Position, Vector3Scale(forward, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_D))
{
currentCam->Position = Vector3Add(currentCam->Position, Vector3Scale(right, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_A))
{
currentCam->Position = Vector3Sub(currentCam->Position, Vector3Scale(right, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_Space))
{
currentCam->Position = Vector3Add(currentCam->Position, Vector3Scale(defaultUp, speedPerFrame * dt));
}
if (IsKeyDown(ScanCode_LeftControl))
{
currentCam->Position = Vector3Sub(currentCam->Position, Vector3Scale(defaultUp, speedPerFrame * dt));
}
currentCam->Target = Vector3Add(currentCam->Position, forward);
currentCam->Up = defaultUp;
}
}
#if JULIET_DEBUG
void RenderImGuiDebugController(float dt)
{
Camera* currentCam = GetCurrentCamera();
ImGui_Text("Delta time: %f", (double)dt);
ImGui_Text("Camera:");
ImGui_Indent();
ImGui_BulletText("Index: %zu", (size_t)currentCam->Index);
ImGui_BulletText("Position: (%.3f, %.3f, %.3f)", (double)currentCam->Position.x, (double)currentCam->Position.y,
(double)currentCam->Position.z);
ImGui_BulletText("Target: (%.3f, %.3f, %.3f)", (double)currentCam->Target.x, (double)currentCam->Target.y,
(double)currentCam->Target.z);
ImGui_BulletText("Up: (%.3f, %.3f, %.3f)", (double)currentCam->Up.x, (double)currentCam->Up.y,
(double)currentCam->Up.z);
ImGui_BulletText("FOV: %.3f rad", (double)currentCam->FOV);
ImGui_BulletText("AspectRatio: %.3f", (double)currentCam->AspectRatio);
ImGui_BulletText("NearPlane: %.3f", (double)currentCam->NearPlane);
ImGui_BulletText("FarPlane: %.3f", (double)currentCam->FarPlane);
ImGui_BulletText("Pitch: %.3f, Yaw: %.3f", (double)gPitch, (double)gYaw);
ImGui_BulletText("FPS Mode: %s", gIsFpsModeActive ? "Active" : "Inactive");
ImGui_Unindent();
}
#endif