Initial
This commit is contained in:
commit
b8d1a8022c
649 changed files with 171549 additions and 0 deletions
174
g3d/camera.lua
Normal file
174
g3d/camera.lua
Normal file
|
|
@ -0,0 +1,174 @@
|
|||
-- written by groverbuger for g3d
|
||||
-- september 2021
|
||||
-- MIT license
|
||||
|
||||
local newMatrix = require(g3d.path .. "/matrices")
|
||||
local g3d = g3d -- save a reference to g3d in case the user makes it non-global
|
||||
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- define the camera singleton
|
||||
----------------------------------------------------------------------------------------------------
|
||||
|
||||
local camera = {
|
||||
fov = math.pi/2,
|
||||
nearClip = 0.01,
|
||||
farClip = 1000,
|
||||
aspectRatio = love.graphics.getWidth()/love.graphics.getHeight(),
|
||||
position = {0,0,0},
|
||||
target = {1,0,0},
|
||||
up = {0,0,1},
|
||||
|
||||
viewMatrix = newMatrix(),
|
||||
projectionMatrix = newMatrix(),
|
||||
}
|
||||
|
||||
-- private variables used only for the first person camera functions
|
||||
local fpsController = {
|
||||
direction = 0,
|
||||
pitch = 0,
|
||||
}
|
||||
|
||||
-- read-only variables, can't be set by the end user
|
||||
function camera.getDirectionPitch()
|
||||
return fpsController.direction, fpsController.pitch
|
||||
end
|
||||
|
||||
-- convenient function to return the camera's normalized look vector
|
||||
function camera.getLookVector()
|
||||
local vx = camera.target[1] - camera.position[1]
|
||||
local vy = camera.target[2] - camera.position[2]
|
||||
local vz = camera.target[3] - camera.position[3]
|
||||
local length = math.sqrt(vx^2 + vy^2 + vz^2)
|
||||
|
||||
-- make sure not to divide by 0
|
||||
if length > 0 then
|
||||
return vx/length, vy/length, vz/length
|
||||
end
|
||||
return vx,vy,vz
|
||||
end
|
||||
|
||||
-- give the camera a point to look from and a point to look towards
|
||||
function camera.lookAt(x,y,z, xAt,yAt,zAt)
|
||||
camera.position[1] = x
|
||||
camera.position[2] = y
|
||||
camera.position[3] = z
|
||||
camera.target[1] = xAt
|
||||
camera.target[2] = yAt
|
||||
camera.target[3] = zAt
|
||||
|
||||
-- update the fpsController's direction and pitch based on lookAt
|
||||
local dx,dy,dz = camera.getLookVector()
|
||||
fpsController.direction = math.pi/2 - math.atan2(dz, dx)
|
||||
fpsController.pitch = math.atan2(dy, math.sqrt(dx^2 + dz^2))
|
||||
|
||||
-- update the camera in the shader
|
||||
camera.updateViewMatrix()
|
||||
end
|
||||
|
||||
-- move and rotate the camera, given a point and a direction and a pitch (vertical direction)
|
||||
function camera.lookInDirection(x,y,z, directionTowards,pitchTowards)
|
||||
camera.position[1] = x or camera.position[1]
|
||||
camera.position[2] = y or camera.position[2]
|
||||
camera.position[3] = z or camera.position[3]
|
||||
|
||||
fpsController.direction = directionTowards or fpsController.direction
|
||||
fpsController.pitch = pitchTowards or fpsController.pitch
|
||||
|
||||
-- turn the cos of the pitch into a sign value, either 1, -1, or 0
|
||||
local sign = math.cos(fpsController.pitch)
|
||||
sign = (sign > 0 and 1) or (sign < 0 and -1) or 0
|
||||
|
||||
-- don't let cosPitch ever hit 0, because weird camera glitches will happen
|
||||
local cosPitch = sign*math.max(math.abs(math.cos(fpsController.pitch)), 0.00001)
|
||||
|
||||
-- convert the direction and pitch into a target point
|
||||
camera.target[1] = camera.position[1]+math.sin(fpsController.direction)*cosPitch
|
||||
camera.target[2] = camera.position[2]-math.sin(fpsController.pitch)
|
||||
camera.target[3] = camera.position[3]+math.cos(fpsController.direction)*cosPitch
|
||||
|
||||
-- update the camera in the shader
|
||||
camera.updateViewMatrix()
|
||||
end
|
||||
|
||||
-- recreate the camera's view matrix from its current values
|
||||
-- and send the matrix to the shader specified, or the default shader
|
||||
function camera.updateViewMatrix(shaderGiven)
|
||||
local shader = shaderGiven or g3d.shader
|
||||
camera.viewMatrix:setViewMatrix(camera.position, camera.target, camera.up)
|
||||
shader:send("viewMatrix", camera.viewMatrix)
|
||||
end
|
||||
|
||||
-- recreate the camera's projection matrix from its current values
|
||||
-- and send the matrix to the shader specified, or the default shader
|
||||
function camera.updateProjectionMatrix(shaderGiven)
|
||||
local shader = shaderGiven or g3d.shader
|
||||
camera.projectionMatrix:setProjectionMatrix(camera.fov, camera.nearClip, camera.farClip, camera.aspectRatio)
|
||||
shader:send("projectionMatrix", camera.projectionMatrix)
|
||||
end
|
||||
|
||||
-- recreate the camera's orthographic projection matrix from its current values
|
||||
-- and send the matrix to the shader specified, or the default shader
|
||||
function camera.updateOrthographicMatrix(shaderGiven, size)
|
||||
local shader = shaderGiven or g3d.shader
|
||||
camera.projectionMatrix:setOrthographicMatrix(camera.fov, size or 5, camera.nearClip, camera.farClip, camera.aspectRatio)
|
||||
shader:send("projectionMatrix", camera.projectionMatrix)
|
||||
end
|
||||
|
||||
-- sends the camera's view and projection matrices to the given shader
|
||||
function camera.sendMatricesToShader(shader)
|
||||
shader:send("viewMatrix", camera.viewMatrix)
|
||||
shader:send("projectionMatrix", camera.projectionMatrix)
|
||||
end
|
||||
|
||||
-- simple first person camera movement with WASD
|
||||
-- put this local function in your love.update to use, passing in dt
|
||||
function camera.firstPersonMovement(dt)
|
||||
-- collect inputs
|
||||
local moveX, moveY = 0, 0
|
||||
local cameraMoved = false
|
||||
local speed = 9
|
||||
if love.keyboard.isDown "w" then moveX = moveX + 1 end
|
||||
if love.keyboard.isDown "a" then moveY = moveY + 1 end
|
||||
if love.keyboard.isDown "s" then moveX = moveX - 1 end
|
||||
if love.keyboard.isDown "d" then moveY = moveY - 1 end
|
||||
if love.keyboard.isDown "space" then
|
||||
camera.position[2] = camera.position[2] + speed*dt
|
||||
cameraMoved = true
|
||||
end
|
||||
if love.keyboard.isDown "lshift" then
|
||||
camera.position[2] = camera.position[2] - speed*dt
|
||||
cameraMoved = true
|
||||
end
|
||||
|
||||
-- do some trigonometry on the inputs to make movement relative to camera's direction
|
||||
-- also to make the player not move faster in diagonal directions
|
||||
if moveX ~= 0 or moveY ~= 0 then
|
||||
local angle = math.atan2(moveY, moveX)
|
||||
local sign = math.cos(fpsController.pitch)
|
||||
sign = (sign > 0 and 1) or (sign < 0 and -1) or 0
|
||||
local cosPitch = sign*math.max(math.abs(math.cos(fpsController.pitch)), 0.00001)
|
||||
camera.position[1] = camera.position[1] + math.sin(fpsController.direction + angle) * speed * dt*cosPitch
|
||||
camera.position[3] = camera.position[3] + math.cos(fpsController.direction + angle) * speed * dt*cosPitch
|
||||
cameraMoved = true
|
||||
end
|
||||
|
||||
-- update the camera's in the shader
|
||||
-- only if the camera moved, for a slight performance benefit
|
||||
if cameraMoved then
|
||||
camera.lookInDirection()
|
||||
end
|
||||
end
|
||||
|
||||
-- use this in your love.mousemoved function, passing in the movements
|
||||
function camera.firstPersonLook(dx,dy)
|
||||
-- capture the mouse
|
||||
love.mouse.setRelativeMode(true)
|
||||
|
||||
local sensitivity = 1/300
|
||||
fpsController.direction = fpsController.direction - dx*sensitivity
|
||||
fpsController.pitch = math.max(math.min(fpsController.pitch - dy*sensitivity, math.pi*0.5), math.pi*-0.5)
|
||||
|
||||
camera.lookInDirection(camera.position[1],camera.position[2],camera.position[3], fpsController.direction,fpsController.pitch)
|
||||
end
|
||||
|
||||
return camera
|
||||
Loading…
Add table
Add a link
Reference in a new issue