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#pragma once
#include "Camera.h"
#include "Pub_Sub.h"
Camera::Camera() {
}
Camera::Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow* window) :
position(position), direction(direction), window(window)
{
fixed = sf::Vector2i(sf::Vector2i(window->getSize().x/2, window->getSize().y/2));
}
Camera::~Camera() {
}
int Camera::set_position(sf::Vector3f position) {
this->position = position;
return 1;
}
int Camera::add_static_impulse(sf::Vector3f impulse) {
movement += impulse;
return 1;
}
int Camera::add_relative_impulse(DIRECTION impulse_direction, float speed) {
// No sense in doing fancy dot products, adding Pi's will suffice
// Always add PI/2 to X initially to avoid negative case
sf::Vector2f dir;
switch (impulse_direction) {
case DIRECTION::FORWARD:
dir = sf::Vector2f(direction.y, direction.x);
break;
case DIRECTION::REARWARD:
dir = sf::Vector2f(direction.y, direction.x + PI_F);
break;
case DIRECTION::LEFT:
dir = sf::Vector2f(direction.y + PI_F + PI_F / 2, PI_F / 2);
break;
case DIRECTION::RIGHT:
dir = sf::Vector2f(direction.y + PI_F / 2, PI_F / 2);
break;
case DIRECTION::UP:
dir = sf::Vector2f(direction.y, direction.x + PI_F / 2);
break;
case DIRECTION::DOWN:
dir = sf::Vector2f(direction.y + PI_F, (direction.x * -1) + PI_F / 2 );
break;
}
movement += SphereToCart(dir);
movement *= speed;
return 1;
}
int Camera::slew_camera(sf::Vector2f input) {
direction -= input;
return 1;
}
void Camera::set_camera(sf::Vector2f input) {
direction = input;
}
void Camera::set_camera(sf::Vector3f input) {
direction = CartToNormalizedSphere(input);
}
int Camera::update(double delta_time) {
double multiplier = 40;
position.x += static_cast<float>(movement.x * delta_time * multiplier);
position.y += static_cast<float>(movement.y * delta_time * multiplier);
position.z += static_cast<float>(movement.z * delta_time * multiplier);
movement *= static_cast<float>(friction_coefficient * delta_time * multiplier);
return 1;
}
void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
if (event.get()->type == vr::Event::KeyHeld) {
vr::KeyHeld *held_event = static_cast<vr::KeyHeld*>(event.get());
if (held_event->code == sf::Keyboard::LShift) {
default_impulse = 0.2f;
}
if (held_event->code == sf::Keyboard::RShift) {
default_impulse = 1.0f;
}
else if (held_event->code == sf::Keyboard::C) {
look_at_center();
}
else if (held_event->code == sf::Keyboard::Q) {
add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
}
else if (held_event->code == sf::Keyboard::E) {
add_relative_impulse(Camera::DIRECTION::UP, default_impulse);
}
else if (held_event->code == sf::Keyboard::W) {
add_relative_impulse(Camera::DIRECTION::FORWARD, default_impulse);
}
else if (held_event->code == sf::Keyboard::S) {
add_relative_impulse(Camera::DIRECTION::REARWARD, default_impulse);
}
else if (held_event->code == sf::Keyboard::A) {
add_relative_impulse(Camera::DIRECTION::LEFT, default_impulse);
}
else if (held_event->code == sf::Keyboard::D) {
add_relative_impulse(Camera::DIRECTION::RIGHT, default_impulse);
}
else if (held_event->code == sf::Keyboard::T) {
set_position(sf::Vector3f(50, 50, 50));
}
}
else if (event->type == vr::Event::KeyHeld) {
vr::KeyPressed *key_event = static_cast<vr::KeyPressed*>(event.get());
if (key_event->code == sf::Keyboard::M) {
if (mouse_enabled)
mouse_enabled = false;
else
mouse_enabled = true;
}
}
else if (event->type == vr::Event::MouseMoved) {
if (mouse_enabled) {
vr::MouseMoved *mouse_event = static_cast<vr::MouseMoved*>(event.get());
//deltas = fixed - sf::Mouse::getPosition();
deltas = fixed - sf::Vector2i(mouse_event->x, mouse_event->y);
if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
sf::Mouse::setPosition(fixed, *window);
slew_camera(sf::Vector2f(
deltas.y / 1200.0f,
deltas.x / 1200.0f
));
}
}
}
}
void Camera::look_at_center() {
direction = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
}
sf::Vector2f* Camera::get_direction_pointer() {
return &direction;
}
sf::Vector3f* Camera::get_movement_pointer() {
return &movement;
}
sf::Vector3f* Camera::get_position_pointer() {
return &position;
}
sf::Vector3f Camera::get_movement() {
return movement;
}
sf::Vector3f Camera::get_position() {
return position;
}
sf::Vector2f Camera::get_direction() {
return direction;
}