game-camera.h
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#ifndef GAME_CAMERA_H
#define GAME_CAMERA_H
/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/adaptor-framework/timer.h>
#include <dali/public-api/math/vector2.h>
/**
* @brief The GameCamera class
* First-person camera implementation with handling user input
*
* GameCamera uses the DALi camera for displaying 3D game view.
* Additionally it handles simple user input by attaching fullscreen
* sized 'interceptor' Actor to the front of the CameraActor ( to be always
* parallel to the view ). It is necessary, as with changing camera orientation
* the the window cannot be used as a touch signal receiver ( it will simply
* go offscreen with camera rotation ).
*
* DALi camera uses left-handed coordinate system.
*
* The control scheme assumes that left half of the screen is responsible for
* movement, the right half of screen is a rotation.
*/
class GameCamera : public Dali::ConnectionTracker
{
public:
/**
* Creates an instance of GameCamera
*/
GameCamera();
/**
* Destroys an instance of GameCamera
*/
~GameCamera();
/**
* Initialise with given fovY, near, far
* @param[in] defaultCamera The default camera used by the scene
* @param[in] fovY Field of view in degrees
* @param[in] near Near plane
* @param[in] far Far Plane
* @param[in] sceneSize The size of the scene this is looking at
*/
void Initialise(Dali::CameraActor defaultCamera, float fov, float near, float far, const Dali::Vector2& sceneSize);
private:
/**
* Sets up a perspective camera using Dali default camera
*/
void InitialiseDefaultCamera();
/**
* Creates 'interceptor' actor. Interceptor actor is always parallel
* to the camera and positioned little bit in front of it in order to
* intercept user input.
*/
void CreateInterceptorActor();
/**
* Handles onTouch signal on the 'interceptor' actor
* @param[in] actor Actor receiving signal
* @param[in] touch Touch data
*/
bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& touch);
/**
* Handles camera tick() update
* @return true if continue running timer, false otherwise
*/
bool OnTick();
private:
Dali::CameraActor mCameraActor; /// Camera actor
Dali::Actor mInterceptorActor; /// Actor intercepting user input
Dali::Timer mTimer; /// Per-frame timer
Dali::Vector2 mScreenLookDelta; /// Look delta vector in screen space
Dali::Vector2 mScreenWalkDelta; /// Walk delta vector in screen space
Dali::Vector2 mOldTouchLookPosition; /// Previous look vector in screen space
Dali::Vector2 mOldTouchWalkPosition; /// Previuus walk vector in screen space
Dali::Vector2 mCameraYawPitch; /// Camera yaw-pitch angles
float mFovY; /// Camera field-of-view
float mNear; /// Near plane
float mFar; /// Far plane
int mWalkingTouchId; /// Touch device id bound to the walking action
int mLookingTouchId; /// Touch device id bound to the looking action
Dali::Vector3 mCameraPosition; /// Current camera position ( shadowing the actor position )
Dali::Vector2 mSceneSize; /// The size of the scene we are looking at
bool mPortraitMode; /// flag if window is in portrait mode ( physically window width < height )
};
#endif