/* * Copyright 2013 The Android Open Source Project * * 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. */ //---------------------------------------------------------- // tapCamera.cpp // Camera control with tap // //---------------------------------------------------------- #include #include "tapCamera.h" namespace ndk_helper { const float TRANSFORM_FACTOR = 15.f; const float TRANSFORM_FACTORZ = 10.f; const float MOMENTUM_FACTOR_DECREASE = 0.85f; const float MOMENTUM_FACTOR_DECREASE_SHIFT = 0.9f; const float MOMENTUM_FACTOR = 0.8f; const float MOMENTUM_FACTOR_THRESHOLD = 0.001f; //---------------------------------------------------------- // Ctor //---------------------------------------------------------- TapCamera::TapCamera() : dragging_( false ), pinching_( false ), momentum_( false ), ball_radius_( 0.75f ), pinch_start_distance_SQ_( 0.f ), camera_rotation_( 0.f ), camera_rotation_start_( 0.f ), camera_rotation_now_( 0.f ), momemtum_steps_( 0.f ), flip_z_( 0.f ) { //Init offset InitParameters(); vec_flip_ = Vec2( 1.f, -1.f ); flip_z_ = -1.f; vec_pinch_transform_factor_ = Vec3( 1.f, 1.f, 1.f ); vec_ball_center_ = Vec2( 0, 0 ); vec_ball_now_ = Vec2( 0, 0 ); vec_ball_down_ = Vec2( 0, 0 ); vec_pinch_start_ = Vec2( 0, 0 ); vec_pinch_start_center_ = Vec2( 0, 0 ); vec_flip_ = Vec2( 0, 0 ); } void TapCamera::InitParameters() { //Init parameters vec_offset_ = Vec3(); vec_offset_now_ = Vec3(); quat_ball_rot_ = Quaternion(); quat_ball_now_ = Quaternion(); quat_ball_now_.ToMatrix( mat_rotation_ ); camera_rotation_ = 0.f; vec_drag_delta_ = Vec2(); vec_offset_delta_ = Vec3(); momentum_ = false; } //---------------------------------------------------------- // Dtor //---------------------------------------------------------- TapCamera::~TapCamera() { } void TapCamera::Update() { if( momentum_ ) { float momenttum_steps = momemtum_steps_; //Momentum rotation Vec2 v = vec_drag_delta_; BeginDrag( Vec2() ); //NOTE:This call reset _VDragDelta Drag( v * vec_flip_ ); //Momentum shift vec_offset_ += vec_offset_delta_; BallUpdate(); EndDrag(); //Decrease deltas vec_drag_delta_ = v * MOMENTUM_FACTOR_DECREASE; vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR_DECREASE_SHIFT; //Count steps momemtum_steps_ = momenttum_steps * MOMENTUM_FACTOR_DECREASE; if( momemtum_steps_ < MOMENTUM_FACTOR_THRESHOLD ) { momentum_ = false; } } else { vec_drag_delta_ *= MOMENTUM_FACTOR; vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR; BallUpdate(); } Vec3 vec = vec_offset_ + vec_offset_now_; Vec3 vec_tmp( TRANSFORM_FACTOR, -TRANSFORM_FACTOR, TRANSFORM_FACTORZ ); vec *= vec_tmp * vec_pinch_transform_factor_; mat_transform_ = Mat4::Translation( vec ); } Mat4& TapCamera::GetRotationMatrix() { return mat_rotation_; } Mat4& TapCamera::GetTransformMatrix() { return mat_transform_; } void TapCamera::Reset( const bool bAnimate ) { InitParameters(); Update(); } //---------------------------------------------------------- //Drag control //---------------------------------------------------------- void TapCamera::BeginDrag( const Vec2& v ) { if( dragging_ ) EndDrag(); if( pinching_ ) EndPinch(); Vec2 vec = v * vec_flip_; vec_ball_now_ = vec; vec_ball_down_ = vec_ball_now_; dragging_ = true; momentum_ = false; vec_last_input_ = vec; vec_drag_delta_ = Vec2(); } void TapCamera::EndDrag() { quat_ball_down_ = quat_ball_now_; quat_ball_rot_ = Quaternion(); dragging_ = false; momentum_ = true; momemtum_steps_ = 1.0f; } void TapCamera::Drag( const Vec2& v ) { if( !dragging_ ) return; Vec2 vec = v * vec_flip_; vec_ball_now_ = vec; vec_drag_delta_ = vec_drag_delta_ * MOMENTUM_FACTOR + (vec - vec_last_input_); vec_last_input_ = vec; } //---------------------------------------------------------- //Pinch controll //---------------------------------------------------------- void TapCamera::BeginPinch( const Vec2& v1, const Vec2& v2 ) { if( dragging_ ) EndDrag(); if( pinching_ ) EndPinch(); BeginDrag( Vec2() ); vec_pinch_start_center_ = (v1 + v2) / 2.f; Vec2 vec = v1 - v2; float x_diff; float y_diff; vec.Value( x_diff, y_diff ); pinch_start_distance_SQ_ = x_diff * x_diff + y_diff * y_diff; camera_rotation_start_ = atan2f( y_diff, x_diff ); camera_rotation_now_ = 0; pinching_ = true; momentum_ = false; //Init momentum factors vec_offset_delta_ = Vec3(); } void TapCamera::EndPinch() { pinching_ = false; momentum_ = true; momemtum_steps_ = 1.f; vec_offset_ += vec_offset_now_; camera_rotation_ += camera_rotation_now_; vec_offset_now_ = Vec3(); camera_rotation_now_ = 0; EndDrag(); } void TapCamera::Pinch( const Vec2& v1, const Vec2& v2 ) { if( !pinching_ ) return; //Update momentum factor vec_offset_last_ = vec_offset_now_; float x_diff, y_diff; Vec2 vec = v1 - v2; vec.Value( x_diff, y_diff ); float fDistanceSQ = x_diff * x_diff + y_diff * y_diff; float f = pinch_start_distance_SQ_ / fDistanceSQ; if( f < 1.f ) f = -1.f / f + 1.0f; else f = f - 1.f; if( isnan( f ) ) f = 0.f; vec = (v1 + v2) / 2.f - vec_pinch_start_center_; vec_offset_now_ = Vec3( vec, flip_z_ * f ); //Update momentum factor vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR + (vec_offset_now_ - vec_offset_last_); // //Update ration quaternion float fRotation = atan2f( y_diff, x_diff ); camera_rotation_now_ = fRotation - camera_rotation_start_; //Trackball rotation quat_ball_rot_ = Quaternion( 0.f, 0.f, sinf( -camera_rotation_now_ * 0.5f ), cosf( -camera_rotation_now_ * 0.5f ) ); } //---------------------------------------------------------- //Trackball controll //---------------------------------------------------------- void TapCamera::BallUpdate() { if( dragging_ ) { Vec3 vec_from = PointOnSphere( vec_ball_down_ ); Vec3 vec_to = PointOnSphere( vec_ball_now_ ); Vec3 vec = vec_from.Cross( vec_to ); float w = vec_from.Dot( vec_to ); Quaternion qDrag = Quaternion( vec, w ); qDrag = qDrag * quat_ball_down_; quat_ball_now_ = quat_ball_rot_ * qDrag; } quat_ball_now_.ToMatrix( mat_rotation_ ); } Vec3 TapCamera::PointOnSphere( Vec2& point ) { Vec3 ball_mouse; float mag; Vec2 vec = (point - vec_ball_center_) / ball_radius_; mag = vec.Dot( vec ); if( mag > 1.f ) { float scale = 1.f / sqrtf( mag ); vec *= scale; ball_mouse = Vec3( vec, 0.f ); } else { ball_mouse = Vec3( vec, sqrtf( 1.f - mag ) ); } return ball_mouse; } } //namespace ndkHelper