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#pragma once
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#include "Camera.h"
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#include "Pub_Sub.h"
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Camera::Camera() {
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}
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Camera::Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow* window) :
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position(position), direction(direction), window(window)
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{
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fixed = sf::Vector2i(sf::Vector2i(window->getSize().x/2, window->getSize().y/2));
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}
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Camera::~Camera() {
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}
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int Camera::set_position(sf::Vector3f position) {
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this->position = position;
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return 1;
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}
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int Camera::add_static_impulse(sf::Vector3f impulse) {
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movement += impulse;
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return 1;
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}
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int Camera::add_relative_impulse(DIRECTION impulse_direction, float speed) {
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// No sense in doing fancy dot products, adding Pi's will suffice
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// Always add PI/2 to X initially to avoid negative case
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sf::Vector2f dir;
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switch (impulse_direction) {
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case DIRECTION::FORWARD:
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dir = sf::Vector2f(direction.y, direction.x);
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break;
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case DIRECTION::REARWARD:
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dir = sf::Vector2f(direction.y, direction.x + PI_F);
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break;
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case DIRECTION::LEFT:
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dir = sf::Vector2f(direction.y + PI_F + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::RIGHT:
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dir = sf::Vector2f(direction.y + PI_F / 2, PI_F / 2);
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break;
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case DIRECTION::UP:
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dir = sf::Vector2f(direction.y, direction.x + PI_F / 2);
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break;
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case DIRECTION::DOWN:
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dir = sf::Vector2f(direction.y + PI_F, (direction.x * -1) + PI_F / 2 );
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break;
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}
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movement += SphereToCart(dir);
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movement *= speed;
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return 1;
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}
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int Camera::slew_camera(sf::Vector2f input) {
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direction -= input;
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return 1;
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}
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void Camera::set_camera(sf::Vector2f input) {
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direction = input;
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}
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void Camera::set_camera(sf::Vector3f input) {
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direction = CartToNormalizedSphere(input);
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}
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int Camera::update(double delta_time) {
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double multiplier = 40;
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position.x += static_cast<float>(movement.x * delta_time * multiplier);
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position.y += static_cast<float>(movement.y * delta_time * multiplier);
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position.z += static_cast<float>(movement.z * delta_time * multiplier);
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movement *= static_cast<float>(friction_coefficient * delta_time * multiplier);
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return 1;
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}
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void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) {
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if (event.get()->type == vr::Event::KeyHeld) {
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vr::KeyHeld *held_event = static_cast<vr::KeyHeld*>(event.get());
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if (held_event->code == sf::Keyboard::LShift) {
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default_impulse = 0.1f;
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}
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if (held_event->code == sf::Keyboard::RShift) {
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default_impulse = 1.0f;
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}
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else if (held_event->code == sf::Keyboard::C) {
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look_at_center();
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}
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else if (held_event->code == sf::Keyboard::Q) {
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add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::E) {
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add_relative_impulse(Camera::DIRECTION::UP, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::W) {
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add_relative_impulse(Camera::DIRECTION::FORWARD, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::S) {
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add_relative_impulse(Camera::DIRECTION::REARWARD, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::A) {
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add_relative_impulse(Camera::DIRECTION::LEFT, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::D) {
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add_relative_impulse(Camera::DIRECTION::RIGHT, default_impulse);
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}
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else if (held_event->code == sf::Keyboard::T) {
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set_position(sf::Vector3f(50, 50, 50));
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}
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}
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else if (event->type == vr::Event::KeyPressed) {
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vr::KeyPressed *key_event = static_cast<vr::KeyPressed*>(event.get());
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if (key_event->code == sf::Keyboard::Y) {
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if (mouse_enabled)
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mouse_enabled = false;
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else
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mouse_enabled = true;
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}
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}
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else if (event->type == vr::Event::MouseMoved) {
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if (mouse_enabled) {
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vr::MouseMoved *mouse_event = static_cast<vr::MouseMoved*>(event.get());
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//deltas = fixed - sf::Mouse::getPosition();
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deltas = fixed - sf::Vector2i(mouse_event->x, mouse_event->y);
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if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
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sf::Mouse::setPosition(fixed, *window);
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slew_camera(sf::Vector2f(
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deltas.y / 1200.0f,
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deltas.x / 1200.0f
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));
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}
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}
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}
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}
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void Camera::look_at_center() {
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direction = CartToNormalizedSphere(sf::Vector3f(75, 75, 75) - position);
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}
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sf::Vector2f* Camera::get_direction_pointer() {
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return &direction;
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}
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sf::Vector3f* Camera::get_movement_pointer() {
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return &movement;
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}
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sf::Vector3f* Camera::get_position_pointer() {
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return &position;
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}
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sf::Vector3f Camera::get_movement() {
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return movement;
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}
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sf::Vector3f Camera::get_position() {
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return position;
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}
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sf::Vector2f Camera::get_direction() {
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return direction;
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}
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