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#pragma once
#include <cmath>
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include "Gui.h"
#include "Pub_Sub.h"
#include "imgui/imgui.h"
#include "imgui/imgui-SFML.h"
#include "util.hpp"
#include <X11/Xlib.h>
/**
*
* Camera
*
* Camera provides a convenient way to create 3d vectors and positions which represent a camera. It provides physics
* to move the camera around in 3d space as well as impulse and friction control to alter its movement characteristics
*
*/
class Camera : public VrEventSubscriber, private Gui{
public:
enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
Camera();
// TODO: Remove dependency on getting a window ptr. Instead provide window interface to get and set mouse position
Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow *window);
~Camera();
int set_position(sf::Vector3f position);
// Apply an incoming impule to the velocity vector
int add_static_impulse(sf::Vector3f impulse);
// Apply an impulse in one of the 6 relative directions with a certain magnitude
int add_relative_impulse(DIRECTION direction, float speed);
int slew_camera(sf::Vector2f input);
void set_camera_direction(sf::Vector2f input);
void set_camera_direction(sf::Vector3f input);
int update(double delta_time);
void look_at_center();
// TODO: Raw ptr's SHARED_PTR with CL, bad idea
sf::Vector2f* get_direction_pointer();
sf::Vector3f* get_position_pointer();
sf::Vector3f* get_movement_pointer();
sf::Vector3f get_movement();
sf::Vector3f get_position();
sf::Vector2f get_direction();
void setSpeed(float speed);
float getSpeed();
void event_handler(VrEventPublisher *publisher, std::unique_ptr<vr::Event> event) override;
virtual void render_gui() override;
virtual void update_gui() override;
private:
float friction_coefficient = 0.1f;
float default_impulse = 0.01f;
// 3D vector
sf::Vector3f movement;
// XYZ
sf::Vector3f position;
// These are spherical coords
sf::Vector2f direction;
bool mouse_enabled = true;
sf::Vector2i deltas;
sf::Vector2i fixed;
sf::Vector2i prev_pos;
sf::RenderWindow *window;
};