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Merge pull request #9366 from iwubcode/freelook_camera_quaternion
VideoCommon: allow Free Look to be manipulated by a quaternion
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leoetlino committed Jan 28, 2021
2 parents 9ca24ae + 586c689 commit c386c5a
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Showing 5 changed files with 56 additions and 29 deletions.
@@ -56,6 +56,13 @@ Quaternion Quaternion::RotateZ(float rad)
return Rotate(rad, Vec3(0, 0, 1));
}

Quaternion Quaternion::RotateXYZ(const Vec3& rads)
{
const auto length = rads.Length();
return length ? Common::Quaternion::Rotate(length, rads / length) :
Common::Quaternion::Identity();
}

Quaternion Quaternion::Rotate(float rad, const Vec3& axis)
{
const auto sin_angle_2 = std::sin(rad / 2);
@@ -269,6 +276,11 @@ Matrix44 Matrix44::FromMatrix33(const Matrix33& m33)
return mtx;
}

Matrix44 Matrix44::FromQuaternion(const Quaternion& q)
{
return FromMatrix33(Matrix33::FromQuaternion(q));
}

Matrix44 Matrix44::FromArray(const std::array<float, 16>& arr)
{
Matrix44 mtx;
@@ -337,6 +337,10 @@ class Quaternion
static Quaternion RotateY(float rad);
static Quaternion RotateZ(float rad);

// Returns a quaternion with rotations about each axis simulatenously (e.g processing gyroscope
// input)
static Quaternion RotateXYZ(const Vec3& rads);

static Quaternion Rotate(float rad, const Vec3& axis);

Quaternion() = default;
@@ -402,6 +406,7 @@ class Matrix44
public:
static Matrix44 Identity();
static Matrix44 FromMatrix33(const Matrix33& m33);
static Matrix44 FromQuaternion(const Quaternion& q);
static Matrix44 FromArray(const std::array<float, 16>& arr);

static Matrix44 Translate(const Vec3& vec);
@@ -74,7 +74,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
static std::thread g_save_thread;

// Don't forget to increase this after doing changes on the savestate system
constexpr u32 STATE_VERSION = 127; // Last changed in PR 9300
constexpr u32 STATE_VERSION = 128; // Last changed in PR 9366

// Maps savestate versions to Dolphin versions.
// Versions after 42 don't need to be added to this list,
@@ -36,7 +36,7 @@ std::string to_string(FreeLook::ControlType type)
return "";
}

class SixAxisController : public CameraController
class SixAxisController final : public CameraController
{
public:
SixAxisController() = default;
@@ -58,12 +58,11 @@ class SixAxisController : public CameraController
m_mat = Common::Matrix44::Translate(Common::Vec3{0, 0, amt}) * m_mat;
}

void Rotate(const Common::Vec3& amt) override
void Rotate(const Common::Vec3& amt) override { Rotate(Common::Quaternion::RotateXYZ(amt)); }

void Rotate(const Common::Quaternion& quat) override
{
using Common::Matrix33;
m_mat = Common::Matrix44::FromMatrix33(Matrix33::RotateX(amt.x) * Matrix33::RotateY(amt.y) *
Matrix33::RotateZ(amt.z)) *
m_mat;
m_mat = Common::Matrix44::FromQuaternion(quat) * m_mat;
}

void Reset() override { m_mat = Common::Matrix44::Identity(); }
@@ -74,75 +73,72 @@ class SixAxisController : public CameraController
Common::Matrix44 m_mat = Common::Matrix44::Identity();
};

constexpr double HalfPI = MathUtil::PI / 2;

class FPSController : public CameraController
class FPSController final : public CameraController
{
public:
Common::Matrix44 GetView() override
{
return m_rotate_mat * Common::Matrix44::Translate(m_position);
return Common::Matrix44::FromQuaternion(m_rotate_quat) *
Common::Matrix44::Translate(m_position);
}

void MoveVertical(float amt) override
{
Common::Vec3 up{m_rotate_mat.data[4], m_rotate_mat.data[5], m_rotate_mat.data[6]};
const Common::Vec3 up = m_rotate_quat.Conjugate() * Common::Vec3{0, 1, 0};
m_position += up * amt;
}

void MoveHorizontal(float amt) override
{
Common::Vec3 right{m_rotate_mat.data[0], m_rotate_mat.data[1], m_rotate_mat.data[2]};
const Common::Vec3 right = m_rotate_quat.Conjugate() * Common::Vec3{1, 0, 0};
m_position += right * amt;
}

void MoveForward(float amt) override
{
Common::Vec3 forward{m_rotate_mat.data[8], m_rotate_mat.data[9], m_rotate_mat.data[10]};
const Common::Vec3 forward = m_rotate_quat.Conjugate() * Common::Vec3{0, 0, 1};
m_position += forward * amt;
}

void Rotate(const Common::Vec3& amt) override
{
m_rotation += amt;

using Common::Matrix33;
using Common::Matrix44;
m_rotate_mat =
Matrix44::FromMatrix33(Matrix33::RotateX(m_rotation.x) * Matrix33::RotateY(m_rotation.y));
using Common::Quaternion;
const auto quat =
(Quaternion::RotateX(m_rotation.x) * Quaternion::RotateY(m_rotation.y)).Normalized();
Rotate(quat);
}

void Rotate(const Common::Quaternion& quat) override { m_rotate_quat = quat; }

void Reset() override
{
m_position = Common::Vec3{};
m_rotation = Common::Vec3{};
m_rotate_mat = Common::Matrix44::Identity();
m_rotate_quat = Common::Quaternion::Identity();
}

void DoState(PointerWrap& p)
{
p.Do(m_rotation);
p.Do(m_rotate_mat);
p.Do(m_rotate_quat);
p.Do(m_position);
}

private:
Common::Vec3 m_rotation = Common::Vec3{};
Common::Matrix44 m_rotate_mat = Common::Matrix44::Identity();
Common::Quaternion m_rotate_quat = Common::Quaternion::Identity();
Common::Vec3 m_position = Common::Vec3{};
};

class OrbitalController : public CameraController
class OrbitalController final : public CameraController
{
public:
Common::Matrix44 GetView() override
{
Common::Matrix44 result = Common::Matrix44::Identity();
result *= Common::Matrix44::Translate(Common::Vec3{0, 0, -m_distance});
result *= Common::Matrix44::FromMatrix33(Common::Matrix33::RotateX(m_rotation.x));
result *= Common::Matrix44::FromMatrix33(Common::Matrix33::RotateY(m_rotation.y));

return result;
return Common::Matrix44::Translate(Common::Vec3{0, 0, -m_distance}) *
Common::Matrix44::FromQuaternion(m_rotate_quat);
}

void MoveVertical(float) override {}
@@ -155,23 +151,36 @@ class OrbitalController : public CameraController
m_distance = std::clamp(m_distance, 0.0f, m_distance);
}

void Rotate(const Common::Vec3& amt) override { m_rotation += amt; }
void Rotate(const Common::Vec3& amt) override
{
m_rotation += amt;

using Common::Quaternion;
const auto quat =
(Quaternion::RotateX(m_rotation.x) * Quaternion::RotateY(m_rotation.y)).Normalized();
Rotate(quat);
}

void Rotate(const Common::Quaternion& quat) override { m_rotate_quat = quat; }

void Reset() override
{
m_rotation = Common::Vec3{};
m_rotate_quat = Common::Quaternion::Identity();
m_distance = 0;
}

void DoState(PointerWrap& p)
{
p.Do(m_rotation);
p.Do(m_rotate_quat);
p.Do(m_distance);
}

private:
float m_distance = 0;
Common::Vec3 m_rotation = Common::Vec3{};
Common::Quaternion m_rotate_quat = Common::Quaternion::Identity();
};
} // namespace

@@ -32,6 +32,7 @@ class CameraController
virtual void MoveForward(float amt) = 0;

virtual void Rotate(const Common::Vec3& amt) = 0;
virtual void Rotate(const Common::Quaternion& quat) = 0;

virtual void Reset() = 0;

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