Files
Juliet/Game/Controller/DebugCameraController.cpp
T
Patedam 1a56c9e99c Added a debug controller
Made a default template for cameras.
Added delta to mouse state so we can check delta for debug Camera.
2026-08-09 13:18:04 -04:00

178 lines
5.3 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 <Graphics/Camera.h>
#include <imgui.h>
#include <math.h>
namespace
{
bool gIsDebugCameraActive = false;
index_t gPreviousCameraIndex = 0;
float gPitch = 0.0f;
float gYaw = 0.0f;
bool gFirstUpdate = true;
bool gIsFpsModeActive = false;
bool gWasRightMouseButtonDown = false;
} // namespace
void ActivateDebugController()
{
Assert(gIsDebugCameraActive == false);
Juliet::Camera* currentCam = Juliet::GetCurrentCamera();
gPreviousCameraIndex = currentCam->Index;
Juliet::SetCurrentCamera(kDebugCamera);
gIsDebugCameraActive = true;
gFirstUpdate = true;
gIsFpsModeActive = false;
gWasRightMouseButtonDown = false;
}
void DeactivateDebugController()
{
Assert(gIsDebugCameraActive);
gIsDebugCameraActive = false;
Juliet::SetCurrentCamera(gPreviousCameraIndex);
}
bool IsDebugControllerActive()
{
return gIsDebugCameraActive;
}
void UpdateDebugController(float dt)
{
Juliet::Camera* currentCam = Juliet::GetCurrentCamera();
if (gFirstUpdate)
{
Juliet::Vector3 dir = Juliet::Vector3{ 0.0f, 0.0f, 0.0f } - currentCam->Position;
dir = Juliet::Normalize(dir);
gPitch = asinf(dir.z);
gYaw = atan2f(dir.y, dir.x);
gFirstUpdate = false;
Juliet::Vector3 forward;
forward.x = cosf(gPitch) * cosf(gYaw);
forward.y = cosf(gPitch) * sinf(gYaw);
forward.z = sinf(gPitch);
Juliet::Vector3 right = Juliet::Normalize(Juliet::Cross(Juliet::Vector3{ 0.0f, 0.0f, 1.0f }, forward));
currentCam->Target = currentCam->Position + forward;
currentCam->Up = Juliet::Cross(forward, right);
}
bool isRightMouseButtonDown = Juliet::IsMouseButtonDown(Juliet::MouseButton::Right);
if (isRightMouseButtonDown && !gWasRightMouseButtonDown)
{
gIsFpsModeActive = !gIsFpsModeActive;
}
gWasRightMouseButtonDown = isRightMouseButtonDown;
if (!gIsFpsModeActive)
{
return;
}
Juliet::MousePosition mouseDelta = Juliet::GetMouseDelta();
float sensitivity = 0.005f;
gYaw += mouseDelta.X * sensitivity;
gPitch -= mouseDelta.Y * sensitivity;
if (gPitch > 1.5f)
{
gPitch = 1.5f;
}
if (gPitch < -1.5f)
{
gPitch = -1.5f;
}
if (Juliet::IsKeyDown(Juliet::ScanCode::Q))
{
gYaw -= 2.0f * dt;
}
if (Juliet::IsKeyDown(Juliet::ScanCode::E))
{
gYaw += 2.0f * dt;
}
Juliet::Vector3 forward;
forward.x = cosf(gPitch) * cosf(gYaw);
forward.y = cosf(gPitch) * sinf(gYaw);
forward.z = sinf(gPitch);
Juliet::Vector3 right = Juliet::Normalize(Juliet::Cross(Juliet::Vector3{ 0.0f, 0.0f, 1.0f }, forward));
Juliet::Vector3 defaultUp = Juliet::Cross(forward, right);
static const float kMovementPerFrame = 10.f; // 10m/s
float speedPerFrame = kMovementPerFrame;
if (Juliet::IsKeyDown(Juliet::ScanCode::LeftShift))
{
speedPerFrame *= 10.f; // 100m/s
}
if (Juliet::IsKeyDown(Juliet::ScanCode::W))
{
currentCam->Position = currentCam->Position + forward * (speedPerFrame * dt);
}
if (Juliet::IsKeyDown(Juliet::ScanCode::S))
{
currentCam->Position = currentCam->Position - forward * (speedPerFrame * dt);
}
if (Juliet::IsKeyDown(Juliet::ScanCode::D))
{
currentCam->Position = currentCam->Position + right * (speedPerFrame * dt);
}
if (Juliet::IsKeyDown(Juliet::ScanCode::A))
{
currentCam->Position = currentCam->Position - right * (speedPerFrame * dt);
}
if (Juliet::IsKeyDown(Juliet::ScanCode::Space))
{
currentCam->Position = currentCam->Position + defaultUp * (speedPerFrame * dt);
}
if (Juliet::IsKeyDown(Juliet::ScanCode::LeftControl))
{
currentCam->Position = currentCam->Position - defaultUp * (speedPerFrame * dt);
}
currentCam->Target = currentCam->Position + forward;
currentCam->Up = defaultUp;
}
#if JULIET_DEBUG
void RenderImGuiDebugController(float dt)
{
Juliet::Camera* currentCam = Juliet::GetCurrentCamera();
ImGui::Text("Delta time: %f", dt);
ImGui::Text("Camera:");
ImGui::Indent();
ImGui::BulletText("Index: %zu", (size_t)currentCam->Index);
ImGui::BulletText("Position: (%.3f, %.3f, %.3f)", currentCam->Position.x, currentCam->Position.y,
currentCam->Position.z);
ImGui::BulletText("Target: (%.3f, %.3f, %.3f)", currentCam->Target.x, currentCam->Target.y, currentCam->Target.z);
ImGui::BulletText("Up: (%.3f, %.3f, %.3f)", currentCam->Up.x, currentCam->Up.y, currentCam->Up.z);
ImGui::BulletText("FOV: %.3f rad", currentCam->FOV);
ImGui::BulletText("AspectRatio: %.3f", currentCam->AspectRatio);
ImGui::BulletText("NearPlane: %.3f", currentCam->NearPlane);
ImGui::BulletText("FarPlane: %.3f", currentCam->FarPlane);
ImGui::BulletText("Pitch: %.3f, Yaw: %.3f", gPitch, gYaw);
ImGui::BulletText("FPS Mode: %s", gIsFpsModeActive ? "Active" : "Inactive");
ImGui::Unindent();
}
#endif