cleanup and refactoring
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1285 changed files with 757994 additions and 8 deletions
166
raytracer/nvpro_core/nvvkhl/element_camera.hpp
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166
raytracer/nvpro_core/nvvkhl/element_camera.hpp
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/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2023 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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#include <imgui.h>
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#include <imgui_internal.h>
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#include "nvh/cameramanipulator.hpp"
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#include "nvvkhl/application.hpp"
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/** @DOC_START
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# class nvvkhl::ElementCamera
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This class is an element of the application that is responsible for the camera manipulation. It is using the `nvh::CameraManipulator` to handle the camera movement and interaction.
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To use this class, you need to add it to the `nvvkhl::Application` using the `addElement` method.
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@DOC_END */
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namespace nvvkhl {
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struct ElementCamera : public nvvkhl::IAppElement
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{
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// Return true if the current window is active
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bool isWindowHovered(ImGuiWindow* ref_window, ImGuiHoveredFlags flags)
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{
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ImGuiContext& g = *ImGui::GetCurrentContext();
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if(g.HoveredWindow != ref_window)
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return false;
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if(!ImGui::IsWindowContentHoverable(ref_window, ImGuiFocusedFlags_RootWindow))
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return false;
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if(g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
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return false;
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// Cancel if over the title bar
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{
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if(g.IO.ConfigWindowsMoveFromTitleBarOnly)
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if(!(ref_window->Flags & ImGuiWindowFlags_NoTitleBar) || ref_window->DockIsActive)
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if(ref_window->TitleBarRect().Contains(g.IO.MousePos))
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return false;
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}
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return true;
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}
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void onUIRender() override
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{
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CameraManip.updateAnim(); // This makes the camera to transition smoothly to the new position
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ImGuiWindow* viewportWindow = ImGui::FindWindowByName("Viewport");
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if(!viewportWindow)
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return;
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// If the mouse cursor is over the "Viewport", check for all inputs that can manipulate
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// the camera.
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if(isWindowHovered(viewportWindow, ImGuiFocusedFlags_RootWindow))
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{
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updateCamera();
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}
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}
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void onResize(uint32_t width, uint32_t height) override { CameraManip.setWindowSize(width, height); }
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//--------------------------------------------------------------------------------------------------
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// Fit the camera to the Bounding box
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//
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void fitCamera(const glm::vec3& boxMin, const glm::vec3& boxMax, bool instantFit /*= true*/) const
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{
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float aspect_ratio = static_cast<float>(m_viewportSize.x / m_viewportSize.y);
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CameraManip.fit(boxMin, boxMax, instantFit, false, aspect_ratio);
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}
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void setSceneRadius(float r) { m_sceneRadius = r; }
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private:
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void updateCamera()
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{
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// measure one frame at a time
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float factor = ImGui::GetIO().DeltaTime * 5.0F * m_sceneRadius;
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m_inputs.lmb = ImGui::IsMouseDown(ImGuiMouseButton_Left);
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m_inputs.rmb = ImGui::IsMouseDown(ImGuiMouseButton_Right);
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m_inputs.mmb = ImGui::IsMouseDown(ImGuiMouseButton_Middle);
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m_inputs.ctrl = ImGui::IsKeyDown(ImGuiKey_LeftCtrl) || ImGui::IsKeyDown(ImGuiKey_RightCtrl);
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m_inputs.shift = ImGui::IsKeyDown(ImGuiKey_LeftShift) || ImGui::IsKeyDown(ImGuiKey_RightShift);
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m_inputs.alt = ImGui::IsKeyDown(ImGuiKey_LeftAlt) || ImGui::IsKeyDown(ImGuiKey_RightAlt);
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auto mouse_pos = ImGui::GetMousePos();
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// For all pressed keys - apply the action
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CameraManip.keyMotion(0, 0, nvh::CameraManipulator::NoAction);
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if(!(ImGui::IsKeyDown(ImGuiMod_Alt) || ImGui::IsKeyDown(ImGuiMod_Ctrl) || ImGui::IsKeyDown(ImGuiMod_Shift)))
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{
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if(ImGui::IsKeyDown(ImGuiKey_W))
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{
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CameraManip.keyMotion(factor, 0, nvh::CameraManipulator::Dolly);
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}
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if(ImGui::IsKeyDown(ImGuiKey_S))
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{
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CameraManip.keyMotion(-factor, 0, nvh::CameraManipulator::Dolly);
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}
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if(ImGui::IsKeyDown(ImGuiKey_D) || ImGui::IsKeyDown(ImGuiKey_RightArrow))
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{
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CameraManip.keyMotion(factor, 0, nvh::CameraManipulator::Pan);
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}
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if(ImGui::IsKeyDown(ImGuiKey_A) || ImGui::IsKeyDown(ImGuiKey_LeftArrow))
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{
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CameraManip.keyMotion(-factor, 0, nvh::CameraManipulator::Pan);
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}
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if(ImGui::IsKeyDown(ImGuiKey_UpArrow))
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{
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CameraManip.keyMotion(0, factor, nvh::CameraManipulator::Pan);
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}
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if(ImGui::IsKeyDown(ImGuiKey_DownArrow))
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{
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CameraManip.keyMotion(0, -factor, nvh::CameraManipulator::Pan);
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}
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}
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if(ImGui::IsMouseClicked(ImGuiMouseButton_Left) || ImGui::IsMouseClicked(ImGuiMouseButton_Middle)
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|| ImGui::IsMouseClicked(ImGuiMouseButton_Right))
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{
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CameraManip.setMousePosition(static_cast<int>(mouse_pos.x), static_cast<int>(mouse_pos.y));
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}
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if(ImGui::IsMouseDragging(ImGuiMouseButton_Left, 1.0F) || ImGui::IsMouseDragging(ImGuiMouseButton_Middle, 1.0F)
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|| ImGui::IsMouseDragging(ImGuiMouseButton_Right, 1.0F))
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{
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CameraManip.mouseMove(static_cast<int>(mouse_pos.x), static_cast<int>(mouse_pos.y), m_inputs);
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}
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// Mouse Wheel
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if(ImGui::GetIO().MouseWheel != 0.0F)
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{
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CameraManip.wheel(static_cast<int>(ImGui::GetIO().MouseWheel * 3), m_inputs);
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}
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}
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ImVec2 m_viewportSize{0, 0};
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float m_sceneRadius{10.0F};
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nvh::CameraManipulator::Inputs m_inputs; // Mouse button pressed
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};
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} // namespace nvvkhl
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