-
Notifications
You must be signed in to change notification settings - Fork 69
/
par_camera_control.h
1095 lines (922 loc) · 42.3 KB
/
par_camera_control.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// CAMERA CONTROL :: https://github.com/prideout/par
// Enables orbit controls (a.k.a. tumble, arcball, trackball) or pan-and-zoom like Google Maps.
//
// This simple library controls a camera that orbits or pans over a 3D object or terrain. No
// assumptions are made about the renderer or platform. In a sense, this is just a math library.
// Clients notify the controller of generic input events (e.g. grab_begin, grab_move, grab_end)
// and retrieve the look-at vectors (position, target, up) or 4x4 matrices for the camera.
//
// In map mode, users can control their viewing position by grabbing and dragging locations in the
// scene. Sometimes this is known as "through-the-lens" camera control. In this mode the controller
// takes an optional raycast callback to support precise grabbing behavior. If this is not required
// for your use case (e.g. a top-down terrain with an orthgraphic projection), provide NULL for the
// callback and the library will simply raycast against the ground plane.
//
// When the controller is in orbit mode, the orientation of the camera is defined by a Y-axis
// rotation followed by an X-axis rotation. Additionally, the camera can fly forward or backward
// along the viewing direction.
//
// For a complex usage example, go to:
// https://github.com/prideout/camera_demo
//
// Distributed under the MIT License, see bottom of file.
#ifndef PAR_CAMERA_CONTROL_H
#define PAR_CAMERA_CONTROL_H
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
#ifdef PARCC_USE_DOUBLE
typedef double parcc_float;
#else
typedef float parcc_float;
#endif
// Opaque handle to a camera controller.
typedef struct parcc_context_s parcc_context;
// The camera controller can be configured using either a VERTICAL or HORIZONTAL field of view.
// This specifies which of the two FOV angles should be held constant. For example, if you use a
// horizontal FOV, shrinking the viewport width will change the height of the frustum, but will
// leave the frustum width intact.
typedef enum {
PARCC_VERTICAL,
PARCC_HORIZONTAL,
} parcc_fov;
// The controller can be configured in orbit mode or pan-and-zoom mode.
typedef enum {
PARCC_ORBIT, // aka tumble, trackball, or arcball
PARCC_MAP, // pan and zoom like Google Maps
} parcc_mode;
// Pan and zoom constraints for MAP mode.
typedef enum {
// No constraints except that map_min_distance is enforced.
PARCC_CONSTRAIN_NONE,
// Constrains pan and zoom to limit the viewport's extent along the FOV axis so that it always
// lies within the map_extent. With this constraint, it is possible to see the entire map at
// once, but some portion of the map must always be visible.
PARCC_CONSTRAIN_AXIS,
// Constrains pan and zoom to limit the viewport's extent into the map_extent. With this
// constraint, it may be impossible to see the entire map at once, but users can never see any
// of the empty void that lies outside the map extent.
PARCC_CONSTRAIN_FULL,
} parcc_constraint;
// Optional user-provided ray casting function to enable precise panning behavior.
typedef bool (*parcc_raycast_fn)(const parcc_float origin[3], const parcc_float dir[3],
parcc_float* t, void* userdata);
// The parcc_properties structure holds all user-controlled state in the library.
// Many fields are swapped with fallback values values if they are zero-filled.
typedef struct {
// REQUIRED PROPERTIES
parcc_mode mode; // must be PARCC_ORBIT or PARCC_MAP
int viewport_width; // horizontal extent in pixels
int viewport_height; // vertical extent in pixels
parcc_float near_plane; // distance between camera and near clipping plane
parcc_float far_plane; // distance between camera and far clipping plane
// PROPERTIES WITH DEFAULT VALUES
parcc_fov fov_orientation; // defaults to PARCC_VERTICAL
parcc_float fov_degrees; // full field-of-view angle (not half-angle), defaults to 33.
parcc_float zoom_speed; // defaults to 0.01
parcc_float home_target[3]; // world-space coordinate, defaults to (0,0,0)
parcc_float home_upward[3]; // unit-length vector, defaults to (0,1,0)
// MAP-MODE PROPERTIES
parcc_float map_extent[2]; // (required) size of quad centered at home_target
parcc_float map_plane[4]; // plane equation with normalized XYZ, defaults to (0,0,1,0)
parcc_constraint map_constraint; // defaults to PARCC_CONSTRAIN_NONE
parcc_float map_min_distance; // constrains zoom using distance between camera and plane
parcc_raycast_fn raycast_function; // defaults to a simple plane intersector
void* raycast_userdata; // arbitrary data for the raycast callback
// ORBIT-MODE PROPERTIES
parcc_float home_vector[3]; // non-unitized vector from home_target to initial eye position
parcc_float orbit_speed[2]; // rotational speed (defaults to 0.01)
parcc_float orbit_zoom_speed; // zoom speed (defaults to 0.01)
parcc_float orbit_strafe_speed[2]; // strafe speed (defaults to 0.001)
} parcc_properties;
// The parcc_frame structure holds captured camera state for Van Wijk animation and bookmarks.
// From the user's perspective, this should be treated as an opaque structure.
// clang-format off
typedef struct {
parcc_mode mode;
union {
struct { parcc_float extent, center[2]; };
struct { parcc_float phi, theta, pivot_distance, pivot[3]; };
};
} parcc_frame;
// clang-format on
// CONTROLLER CONSTRUCTOR AND DESTRUCTOR
// The constructor is the only function in the library that performs heap allocation. It
// does not retain the given properties pointer, it simply copies values out of it.
parcc_context* parcc_create_context(const parcc_properties* props);
void parcc_destroy_context(parcc_context* ctx);
// PROPERTY SETTERS AND GETTERS
// The client owns its own instance of the property struct and these functions simply copy values in
// or out of the given struct. Changing some properties might cause a small amount of work to be
// performed.
void parcc_set_properties(parcc_context* context, const parcc_properties* props);
void parcc_get_properties(const parcc_context* context, parcc_properties* out);
// CAMERA RETRIEVAL FUNCTIONS
void parcc_get_look_at(const parcc_context* ctx, parcc_float eyepos[3], parcc_float target[3],
parcc_float upward[3]);
void parcc_get_matrices(const parcc_context* ctx, parcc_float projection[16], parcc_float view[16]);
// SCREEN-SPACE FUNCTIONS FOR USER INTERACTION
// Each of these functions take winx / winy coords.
// - The winx coord should be in [0, viewport_width) where 0 is the left-most column.
// - The winy coord should be in [0, viewport_height) where 0 is the top-most row.
//
// The scrolldelta argument is used for zooming. Positive values indicate "zoom in" in MAP mode or
// "move forward" in ORBIT mode. This gets scaled by zoom_speed. In MAP mode, the zoom speed is also
// scaled by distance-to-ground. To prevent zooming in too far, use a non-zero value for
// map_min_distance.
//
// The strafe argument exists only for ORBIT mode and is typically associated with the right mouse
// button or two-finger dragging. This is used to pan the view. Note that orbit mode maintains a
// "pivot point" which is initially set to home_target. When flying forward or backward, the pivot
// does not move. However strafing will cause it to move around. This matches sketchfab behavior.
// When flying past the orbit point, the controller enters a "flipped" state to prevent the flight
// direction from suddenly changing.
void parcc_grab_begin(parcc_context* context, int winx, int winy, bool strafe);
void parcc_grab_update(parcc_context* context, int winx, int winy);
void parcc_grab_end(parcc_context* context);
void parcc_zoom(parcc_context* context, int winx, int winy, parcc_float scrolldelta);
bool parcc_raycast(parcc_context* context, int winx, int winy, parcc_float result[3]);
// BOOKMARKING AND VAN WIJK INTERPOLATION FUNCTIONS
parcc_frame parcc_get_current_frame(const parcc_context* context);
parcc_frame parcc_get_home_frame(const parcc_context* context);
void parcc_goto_frame(parcc_context* context, parcc_frame state);
parcc_frame parcc_interpolate_frames(parcc_frame a, parcc_frame b, double t);
double parcc_get_interpolation_duration(parcc_frame a, parcc_frame b);
#ifdef __cplusplus
}
#endif
// -----------------------------------------------------------------------------
// END PUBLIC API
// -----------------------------------------------------------------------------
#ifdef PAR_CAMERA_CONTROL_IMPLEMENTATION
#include <assert.h>
#include <math.h>
#include <memory.h>
#include <stdlib.h>
#define PARCC_PI (3.14159265359)
#define PARCC_MIN(a, b) (a > b ? b : a)
#define PARCC_MAX(a, b) (a > b ? a : b)
#define PARCC_CLAMP(v, lo, hi) PARCC_MAX(lo, PARCC_MIN(hi, v))
#define PARCC_CALLOC(T, N) ((T*)calloc(N * sizeof(T), 1))
#define PARCC_FREE(BUF) free(BUF)
#define PARCC_SWAP(T, A, B) \
{ \
T tmp = B; \
B = A; \
A = tmp; \
}
static void parcc_float4_set(parcc_float dst[4], parcc_float x, parcc_float y, parcc_float z,
parcc_float w) {
dst[0] = x;
dst[1] = y;
dst[2] = z;
dst[3] = w;
}
static parcc_float parcc_float4_dot(const parcc_float a[4], const parcc_float b[4]) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
}
static void parcc_float3_set(parcc_float dst[3], parcc_float x, parcc_float y, parcc_float z) {
dst[0] = x;
dst[1] = y;
dst[2] = z;
}
static void parcc_float3_add(parcc_float dst[3], const parcc_float a[3], const parcc_float b[3]) {
dst[0] = a[0] + b[0];
dst[1] = a[1] + b[1];
dst[2] = a[2] + b[2];
}
static void parcc_float3_subtract(parcc_float dst[3], const parcc_float a[3],
const parcc_float b[3]) {
dst[0] = a[0] - b[0];
dst[1] = a[1] - b[1];
dst[2] = a[2] - b[2];
}
static parcc_float parcc_float3_dot(const parcc_float a[3], const parcc_float b[3]) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
static void parcc_float3_cross(parcc_float dst[3], const parcc_float a[3], const parcc_float b[3]) {
dst[0] = a[1] * b[2] - a[2] * b[1];
dst[1] = a[2] * b[0] - a[0] * b[2];
dst[2] = a[0] * b[1] - a[1] * b[0];
}
static void parcc_float3_scale(parcc_float dst[3], parcc_float v) {
dst[0] *= v;
dst[1] *= v;
dst[2] *= v;
}
static void parcc_float3_lerp(parcc_float dst[3], const parcc_float a[3], const parcc_float b[3],
parcc_float t) {
dst[0] = a[0] * (1 - t) + b[0] * t;
dst[1] = a[1] * (1 - t) + b[1] * t;
dst[2] = a[2] * (1 - t) + b[2] * t;
}
static parcc_float parcc_float_lerp(const parcc_float a, const parcc_float b, parcc_float t) {
return a * (1 - t) + b * t;
}
static parcc_float parcc_float3_length(const parcc_float dst[3]) {
return sqrtf(parcc_float3_dot(dst, dst));
}
static void parcc_float3_normalize(parcc_float dst[3]) {
parcc_float3_scale(dst, 1.0f / parcc_float3_length(dst));
}
static void parcc_float3_copy(parcc_float dst[3], const parcc_float src[3]) {
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
}
static void parcc_float16_look_at(float dst[16], const float eye[3], const float target[3],
const float up[3]) {
parcc_float v3X[3];
parcc_float v3Y[3];
parcc_float v3Z[3];
parcc_float3_copy(v3Y, up);
parcc_float3_normalize(v3Y);
parcc_float3_subtract(v3Z, eye, target);
parcc_float3_normalize(v3Z);
parcc_float3_cross(v3X, v3Y, v3Z);
parcc_float3_normalize(v3X);
parcc_float3_cross(v3Y, v3Z, v3X);
parcc_float4_set(dst + 0, v3X[0], v3Y[0], v3Z[0], 0);
parcc_float4_set(dst + 4, v3X[1], v3Y[1], v3Z[1], 0);
parcc_float4_set(dst + 8, v3X[2], v3Y[2], v3Z[2], 0);
parcc_float4_set(dst + 12, //
-parcc_float3_dot(v3X, eye), //
-parcc_float3_dot(v3Y, eye), //
-parcc_float3_dot(v3Z, eye), 1.0);
}
static void parcc_float16_perspective_y(float dst[16], float fovy_degrees, float aspect_ratio,
float near, float far) {
const parcc_float fovy_radians = fovy_degrees * PARCC_PI / 180;
const parcc_float f = tan(PARCC_PI / 2.0 - 0.5 * fovy_radians);
const parcc_float rangeinv = 1.0f / (near - far);
dst[0] = f / aspect_ratio;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = f;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = (near + far) * rangeinv;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = ((near * far) * rangeinv) * 2.0f;
dst[15] = 0;
}
static void parcc_float16_perspective_x(float dst[16], float fovy_degrees, float aspect_ratio,
float near, float far) {
const parcc_float fovy_radians = fovy_degrees * PARCC_PI / 180;
const parcc_float f = tan(PARCC_PI / 2.0 - 0.5 * fovy_radians);
const parcc_float rangeinv = 1.0 / (near - far);
dst[0] = f;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = f * aspect_ratio;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = (near + far) * rangeinv;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = ((near * far) * rangeinv) * 2.0;
dst[15] = 0;
}
// Implementation note about the "parcc_frame" POD. This is an abbreviated camera state
// used for animation and bookmarking.
//
// MAP mode:
// - zoom level is represented with the extent of the rectangle formed by the intersection of
// the frustum with the viewing plane at home_target. It is either a width or a height, depending
// on fov_orientation.
// - the pan offset is stored as a 2D vector from home_target that gets projected to map_plane.
//
// ORBIT mode:
// - phi = X-axis rotation in [-pi/2, +pi/2] (applies first)
// - theta = Y-axis rotation in [-pi, +pi] (applies second)
// - pivot is initialized to home_center but might be changed via strafe
// - pivot_distance is the distance between eye and pivot (negative distance = orbit_flipped)
typedef enum { PARCC_GRAB_NONE, PARCC_GRAB, PARCC_GRAB_STRAFE } parcc_grab_state;
static const parcc_float PARCC_MAX_PHI = PARCC_PI / 2.0 - 0.001;
struct parcc_context_s {
parcc_properties props;
parcc_float eyepos[3];
parcc_float target[3];
parcc_grab_state grabbing;
parcc_float grab_point_pivot[3];
parcc_float grab_point_far[3];
parcc_float grab_point_world[3];
parcc_float grab_point_eyepos[3];
parcc_float grab_point_target[3];
parcc_frame grab_frame;
int grab_winx;
int grab_winy;
parcc_float orbit_pivot[3];
bool orbit_flipped;
};
static bool parcc_raycast_plane(const parcc_float origin[3], const parcc_float dir[3],
parcc_float* t, void* userdata);
static void parcc_get_ray_far(parcc_context* context, int winx, int winy, parcc_float result[3]);
static void parcc_move_with_constraints(parcc_context* context, const parcc_float eyepos[3],
const parcc_float target[3]);
parcc_context* parcc_create_context(const parcc_properties* props) {
parcc_context* context = PARCC_CALLOC(parcc_context, 1);
parcc_set_properties(context, props);
parcc_goto_frame(context, parcc_get_home_frame(context));
return context;
}
void parcc_get_properties(const parcc_context* context, parcc_properties* props) {
*props = context->props;
}
void parcc_set_properties(parcc_context* context, const parcc_properties* pprops) {
parcc_properties props = *pprops;
if (props.fov_degrees == 0) {
props.fov_degrees = 33;
}
if (props.zoom_speed == 0) {
props.zoom_speed = 0.01;
}
if (parcc_float3_dot(props.home_upward, props.home_upward) == 0) {
props.home_upward[1] = 1;
}
if (parcc_float4_dot(props.map_plane, props.map_plane) == 0) {
props.map_plane[2] = 1;
}
if (props.orbit_speed[0] == 0) {
props.orbit_speed[0] = 0.01;
}
if (props.orbit_speed[1] == 0) {
props.orbit_speed[1] = 0.01;
}
if (props.orbit_zoom_speed == 0) {
props.orbit_zoom_speed = 0.01;
}
if (props.orbit_strafe_speed[0] == 0) {
props.orbit_strafe_speed[0] = 0.001;
}
if (props.orbit_strafe_speed[1] == 0) {
props.orbit_strafe_speed[1] = 0.001;
}
if (parcc_float3_dot(props.home_vector, props.home_vector) == 0) {
const parcc_float extent = props.fov_orientation == PARCC_VERTICAL ? props.map_extent[1] :
props.map_extent[0];
const parcc_float fov = props.fov_degrees * PARCC_PI / 180.0;
props.home_vector[0] = 0;
props.home_vector[1] = 0;
props.home_vector[2] = 0.5 * extent / tan(fov / 2.0);
}
const bool more_constrained = (int)props.map_constraint > (int)context->props.map_constraint;
const bool orientation_changed = props.fov_orientation != context->props.fov_orientation;
const bool viewport_resized = props.viewport_height != context->props.viewport_height ||
props.viewport_width != context->props.viewport_width;
context->props = props;
if (props.mode == PARCC_MAP && (more_constrained || orientation_changed ||
(viewport_resized && context->props.map_constraint == PARCC_CONSTRAIN_FULL))) {
parcc_move_with_constraints(context, context->eyepos, context->target);
}
}
void parcc_destroy_context(parcc_context* context) { PARCC_FREE(context); }
void parcc_get_matrices(const parcc_context* context, parcc_float projection[16],
parcc_float view[16]) {
parcc_float gaze[3];
parcc_float3_subtract(gaze, context->target, context->eyepos);
parcc_float3_normalize(gaze);
parcc_float right[3];
parcc_float3_cross(right, gaze, context->props.home_upward);
parcc_float3_normalize(right);
parcc_float upward[3];
parcc_float3_cross(upward, right, gaze);
parcc_float3_normalize(upward);
parcc_float16_look_at(view, context->eyepos, context->target, upward);
const parcc_properties props = context->props;
const parcc_float aspect = (parcc_float)props.viewport_width / props.viewport_height;
const parcc_float fov = props.fov_degrees;
if (context->props.fov_orientation == PARCC_HORIZONTAL) {
parcc_float16_perspective_x(projection, fov, aspect, props.near_plane, props.far_plane);
} else {
parcc_float16_perspective_y(projection, fov, aspect, props.near_plane, props.far_plane);
}
}
void parcc_get_look_at(const parcc_context* ctx, parcc_float eyepos[3], parcc_float target[3],
parcc_float upward[3]) {
parcc_float3_copy(eyepos, ctx->eyepos);
parcc_float3_copy(target, ctx->target);
if (upward) {
parcc_float gaze[3];
parcc_float3_subtract(gaze, ctx->target, ctx->eyepos);
parcc_float3_normalize(gaze);
parcc_float right[3];
parcc_float3_cross(right, gaze, ctx->props.home_upward);
parcc_float3_normalize(right);
parcc_float3_cross(upward, right, gaze);
parcc_float3_normalize(upward);
}
}
void parcc_grab_begin(parcc_context* context, int winx, int winy, bool strafe) {
context->grabbing = strafe ? PARCC_GRAB_STRAFE : PARCC_GRAB;
if (context->props.mode == PARCC_MAP) {
if (!parcc_raycast(context, winx, winy, context->grab_point_world)) {
return;
}
parcc_get_ray_far(context, winx, winy, context->grab_point_far);
}
if (context->props.mode == PARCC_ORBIT) {
context->grab_frame = parcc_get_current_frame(context);
context->grab_winx = winx;
context->grab_winy = winy;
parcc_float3_copy(context->grab_point_pivot, context->orbit_pivot);
}
parcc_float3_copy(context->grab_point_eyepos, context->eyepos);
parcc_float3_copy(context->grab_point_target, context->target);
}
void parcc_grab_update(parcc_context* context, int winx, int winy) {
if (context->props.mode == PARCC_MAP && context->grabbing == PARCC_GRAB) {
parcc_float u_vec[3];
parcc_float3_subtract(u_vec, context->grab_point_world, context->grab_point_eyepos);
const parcc_float u_len = parcc_float3_length(u_vec);
parcc_float v_vec[3];
parcc_float3_subtract(v_vec, context->grab_point_far, context->grab_point_world);
const parcc_float v_len = parcc_float3_length(v_vec);
parcc_float far_point[3];
parcc_get_ray_far(context, winx, winy, far_point);
parcc_float translation[3];
parcc_float3_subtract(translation, far_point, context->grab_point_far);
parcc_float3_scale(translation, -u_len / v_len);
parcc_float eyepos[3];
parcc_float3_add(eyepos, context->grab_point_eyepos, translation);
parcc_float target[3];
parcc_float3_add(target, context->grab_point_target, translation);
parcc_move_with_constraints(context, eyepos, target);
}
if (context->props.mode == PARCC_ORBIT && context->grabbing == PARCC_GRAB) {
parcc_frame frame = parcc_get_current_frame(context);
const int delx = context->grab_winx - winx;
const int dely = context->grab_winy - winy;
const parcc_float phi = dely * context->props.orbit_speed[1];
const parcc_float theta = delx * context->props.orbit_speed[0];
frame.phi = context->grab_frame.phi + phi;
frame.theta = context->grab_frame.theta + theta;
frame.phi = PARCC_CLAMP(frame.phi, -PARCC_MAX_PHI, PARCC_MAX_PHI);
parcc_goto_frame(context, frame);
}
if (context->props.mode == PARCC_ORBIT && context->grabbing == PARCC_GRAB_STRAFE) {
parcc_float upward[3];
parcc_float gaze[3];
parcc_float3_subtract(gaze, context->target, context->eyepos);
parcc_float3_normalize(gaze);
parcc_float right[3];
parcc_float3_cross(right, gaze, context->props.home_upward);
parcc_float3_normalize(right);
parcc_float3_cross(upward, right, gaze);
parcc_float3_normalize(upward);
const int delx = context->grab_winx - winx;
const int dely = context->grab_winy - winy;
const parcc_float dx = delx * context->props.orbit_strafe_speed[0];
const parcc_float dy = dely * context->props.orbit_strafe_speed[1];
parcc_float3_scale(right, dx);
parcc_float3_scale(upward, dy);
parcc_float movement[3];
parcc_float3_add(movement, upward, right);
parcc_float3_add(context->orbit_pivot, context->grab_point_pivot, movement);
parcc_float3_add(context->eyepos, context->grab_point_eyepos, movement);
parcc_float3_add(context->target, context->grab_point_target, movement);
}
}
void parcc_zoom(parcc_context* context, int winx, int winy, parcc_float scrolldelta) {
if (context->props.mode == PARCC_MAP) {
parcc_float grab_point_world[3];
if (!parcc_raycast(context, winx, winy, grab_point_world)) {
return;
}
// We intentionally avoid normalizing this vector since you usually
// want to slow down when approaching the surface.
parcc_float u_vec[3];
parcc_float3_subtract(u_vec, grab_point_world, context->eyepos);
// Prevent getting stuck; this needs to be done regardless
// of the user's min_distance setting, which is enforced in
// parcc_move_with_constraints.
const parcc_float zoom_speed = context->props.zoom_speed;
if (scrolldelta > 0.0) {
const parcc_float distance_to_surface = parcc_float3_length(u_vec);
if (distance_to_surface < zoom_speed) {
return;
}
}
parcc_float3_scale(u_vec, scrolldelta * zoom_speed);
parcc_float eyepos[3];
parcc_float3_add(eyepos, context->eyepos, u_vec);
parcc_float target[3];
parcc_float3_add(target, context->target, u_vec);
parcc_move_with_constraints(context, eyepos, target);
}
if (context->props.mode == PARCC_ORBIT) {
parcc_float gaze[3];
parcc_float3_subtract(gaze, context->target, context->eyepos);
parcc_float3_normalize(gaze);
parcc_float3_scale(gaze, context->props.orbit_zoom_speed * scrolldelta);
parcc_float v0[3];
parcc_float3_subtract(v0, context->orbit_pivot, context->eyepos);
parcc_float3_add(context->eyepos, context->eyepos, gaze);
parcc_float3_add(context->target, context->target, gaze);
parcc_float v1[3];
parcc_float3_subtract(v1, context->orbit_pivot, context->eyepos);
if (parcc_float3_dot(v0, v1) < 0) {
context->orbit_flipped = !context->orbit_flipped;
}
}
}
void parcc_grab_end(parcc_context* context) { context->grabbing = PARCC_GRAB_NONE; }
bool parcc_raycast(parcc_context* context, int winx, int winy, parcc_float result[3]) {
const parcc_float width = context->props.viewport_width;
const parcc_float height = context->props.viewport_height;
const parcc_float fov = context->props.fov_degrees * PARCC_PI / 180.0;
const bool vertical_fov = context->props.fov_orientation == PARCC_VERTICAL;
const parcc_float* origin = context->eyepos;
parcc_float gaze[3];
parcc_float3_subtract(gaze, context->target, origin);
parcc_float3_normalize(gaze);
parcc_float right[3];
parcc_float3_cross(right, gaze, context->props.home_upward);
parcc_float3_normalize(right);
parcc_float upward[3];
parcc_float3_cross(upward, right, gaze);
parcc_float3_normalize(upward);
// Remap the grid coordinate into [-1, +1] and shift it to the pixel center.
const parcc_float u = 2.0 * (winx + 0.5) / width - 1.0;
const parcc_float v = 2.0 * (winy + 0.5) / height - 1.0;
// Compute the tangent of the field-of-view angle as well as the aspect ratio.
const parcc_float tangent = tan(fov / 2.0);
const parcc_float aspect = width / height;
// Adjust the gaze so it goes through the pixel of interest rather than the grid center.
if (vertical_fov) {
parcc_float3_scale(right, tangent * u * aspect);
parcc_float3_scale(upward, tangent * v);
} else {
parcc_float3_scale(right, tangent * u);
parcc_float3_scale(upward, tangent * v / aspect);
}
parcc_float3_add(gaze, gaze, right);
parcc_float3_add(gaze, gaze, upward);
parcc_float3_normalize(gaze);
// Invoke the user's callback or fallback function.
parcc_raycast_fn callback = context->props.raycast_function;
parcc_raycast_fn fallback = parcc_raycast_plane;
void* userdata = context->props.raycast_userdata;
if (!callback) {
callback = fallback;
userdata = context;
}
// If the ray misses, then try the fallback function.
parcc_float t;
if (!callback(origin, gaze, &t, userdata)) {
if (callback == fallback) {
return false;
}
if (!fallback(origin, gaze, &t, context)) {
return false;
}
}
parcc_float3_scale(gaze, t);
parcc_float3_add(result, origin, gaze);
return true;
}
parcc_frame parcc_get_current_frame(const parcc_context* context) {
parcc_frame frame;
frame.mode = context->props.mode;
if (context->props.mode == PARCC_MAP) {
const parcc_float* origin = context->eyepos;
const parcc_float* upward = context->props.home_upward;
parcc_float direction[3];
parcc_float3_subtract(direction, context->target, origin);
parcc_float3_normalize(direction);
parcc_float distance;
parcc_raycast_plane(origin, direction, &distance, (void*)context);
const parcc_float fov = context->props.fov_degrees * PARCC_PI / 180.0;
const parcc_float half_extent = distance * tan(fov / 2);
parcc_float target[3];
parcc_float3_scale(direction, distance);
parcc_float3_add(target, origin, direction);
// Compute the tangent frame defined by the map_plane normal and the home_upward vector.
parcc_float uvec[3];
parcc_float vvec[3];
parcc_float target_to_eye[3];
parcc_float3_copy(target_to_eye, context->props.map_plane);
parcc_float3_cross(uvec, upward, target_to_eye);
parcc_float3_cross(vvec, target_to_eye, uvec);
parcc_float3_subtract(target, target, context->props.home_target);
frame.extent = half_extent * 2;
frame.center[0] = parcc_float3_dot(uvec, target);
frame.center[1] = parcc_float3_dot(vvec, target);
}
if (context->props.mode == PARCC_ORBIT) {
parcc_float pivot_to_eye[3];
parcc_float3_subtract(pivot_to_eye, context->eyepos, context->orbit_pivot);
const parcc_float d = parcc_float3_length(pivot_to_eye);
const parcc_float x = pivot_to_eye[0] / d;
const parcc_float y = pivot_to_eye[1] / d;
const parcc_float z = pivot_to_eye[2] / d;
frame.phi = asin(y);
frame.theta = atan2(x, z);
frame.pivot_distance = context->orbit_flipped ? -d : d;
parcc_float3_copy(frame.pivot, context->orbit_pivot);
}
return frame;
}
parcc_frame parcc_get_home_frame(const parcc_context* context) {
const parcc_float width = context->props.viewport_width;
const parcc_float height = context->props.viewport_height;
const parcc_float aspect = width / height;
parcc_frame frame;
frame.mode = context->props.mode;
if (frame.mode == PARCC_MAP) {
const parcc_float map_width = context->props.map_extent[0] / 2;
const parcc_float map_height = context->props.map_extent[1] / 2;
const bool horiz = context->props.fov_orientation == PARCC_HORIZONTAL;
frame.extent = horiz ? context->props.map_extent[0] : context->props.map_extent[1];
frame.center[0] = 0;
frame.center[1] = 0;
if (context->props.map_constraint != PARCC_CONSTRAIN_FULL) {
return frame;
}
if (horiz) {
parcc_float vp_width = frame.extent / 2;
parcc_float vp_height = vp_width / aspect;
if (map_height < vp_height) {
frame.extent = 2 * map_height * aspect;
}
} else {
parcc_float vp_height = frame.extent / 2;
parcc_float vp_width = vp_height * aspect;
if (map_width < vp_width) {
frame.extent = 2 * map_width / aspect;
}
}
}
if (frame.mode == PARCC_ORBIT) {
frame.theta = frame.phi = 0;
parcc_float3_copy(frame.pivot, context->props.home_target);
frame.pivot_distance = parcc_float3_length(context->props.home_vector);
}
return frame;
}
void parcc_goto_frame(parcc_context* context, parcc_frame frame) {
if (context->props.mode == PARCC_MAP) {
const parcc_float* upward = context->props.home_upward;
const parcc_float half_extent = frame.extent / 2.0;
const parcc_float fov = context->props.fov_degrees * PARCC_PI / 180.0;
const parcc_float distance = half_extent / tan(fov / 2);
// Compute the tangent frame defined by the map_plane normal and the home_upward vector.
parcc_float uvec[3];
parcc_float vvec[3];
parcc_float target_to_eye[3];
parcc_float3_copy(target_to_eye, context->props.map_plane);
parcc_float3_cross(uvec, upward, target_to_eye);
parcc_float3_cross(vvec, target_to_eye, uvec);
// Scale the U and V components by the frame coordinate.
parcc_float3_scale(uvec, frame.center[0]);
parcc_float3_scale(vvec, frame.center[1]);
// Obtain the new target position by adding U and V to home_target.
parcc_float3_copy(context->target, context->props.home_target);
parcc_float3_add(context->target, context->target, uvec);
parcc_float3_add(context->target, context->target, vvec);
// Obtain the new eye position by adding the scaled plane normal to the new target
// position.
parcc_float3_scale(target_to_eye, distance);
parcc_float3_add(context->eyepos, context->target, target_to_eye);
}
if (context->props.mode == PARCC_ORBIT) {
parcc_float3_copy(context->orbit_pivot, frame.pivot);
const parcc_float x = sin(frame.theta) * cos(frame.phi);
const parcc_float y = sin(frame.phi);
const parcc_float z = cos(frame.theta) * cos(frame.phi);
parcc_float3_set(context->eyepos, x, y, z);
parcc_float3_scale(context->eyepos, fabs(frame.pivot_distance));
parcc_float3_add(context->eyepos, context->eyepos, context->orbit_pivot);
context->orbit_flipped = frame.pivot_distance < 0;
parcc_float3_set(context->target, x, y, z);
parcc_float3_scale(context->target, context->orbit_flipped ? 1.0 : -1.0);
parcc_float3_add(context->target, context->target, context->eyepos);
}
}
parcc_frame parcc_interpolate_frames(parcc_frame a, parcc_frame b, double t) {
parcc_frame frame;
if (a.mode == PARCC_MAP && b.mode == PARCC_MAP) {
const double rho = sqrt(2.0);
const double rho2 = 2, rho4 = 4;
const double ux0 = a.center[0], uy0 = a.center[1], w0 = a.extent;
const double ux1 = b.center[0], uy1 = b.center[1], w1 = b.extent;
const double dx = ux1 - ux0, dy = uy1 - uy0, d2 = dx * dx + dy * dy, d1 = sqrt(d2);
const double b0 = (w1 * w1 - w0 * w0 + rho4 * d2) / (2.0 * w0 * rho2 * d1);
const double b1 = (w1 * w1 - w0 * w0 - rho4 * d2) / (2.0 * w1 * rho2 * d1);
const double r0 = log(sqrt(b0 * b0 + 1.0) - b0);
const double r1 = log(sqrt(b1 * b1 + 1) - b1);
const double dr = r1 - r0;
const int valid_dr = (dr == dr) && dr != 0;
const double S = (valid_dr ? dr : log(w1 / w0)) / rho;
const double s = t * S;
if (valid_dr) {
const double coshr0 = cosh(r0);
const double u = w0 / (rho2 * d1) * (coshr0 * tanh(rho * s + r0) - sinh(r0));
frame.center[0] = ux0 + u * dx;
frame.center[1] = uy0 + u * dy;
frame.extent = w0 * coshr0 / cosh(rho * s + r0);
return frame;
}
frame.center[0] = ux0 + t * dx;
frame.center[1] = uy0 + t * dy;
frame.extent = w0 * exp(rho * s);
} else if (a.mode == PARCC_ORBIT && b.mode == PARCC_ORBIT) {
frame.phi = parcc_float_lerp(a.phi, b.phi, t);
frame.theta = parcc_float_lerp(a.theta, b.theta, t);
frame.pivot_distance = parcc_float_lerp(a.pivot_distance, b.pivot_distance, t);
parcc_float3_lerp(frame.pivot, a.pivot, b.pivot, t);
} else {
// Cross-mode interpolation is not implemented.
frame = b;
}
return frame;
}
double parcc_get_interpolation_duration(parcc_frame a, parcc_frame b) {
if (a.mode == PARCC_MAP && b.mode == PARCC_MAP) {
const double rho = sqrt(2.0);
const double rho2 = 2, rho4 = 4;
const double ux0 = a.center[0], uy0 = a.center[1], w0 = a.extent;
const double ux1 = b.center[0], uy1 = b.center[1], w1 = b.extent;
const double dx = ux1 - ux0, dy = uy1 - uy0, d2 = dx * dx + dy * dy, d1 = sqrt(d2);
const double b0 = (w1 * w1 - w0 * w0 + rho4 * d2) / (2.0 * w0 * rho2 * d1);
const double b1 = (w1 * w1 - w0 * w0 - rho4 * d2) / (2.0 * w1 * rho2 * d1);
const double r0 = log(sqrt(b0 * b0 + 1.0) - b0);
const double r1 = log(sqrt(b1 * b1 + 1) - b1);
const double dr = r1 - r0;
const int valid_dr = (dr == dr) && dr != 0;
const double S = (valid_dr ? dr : log(w1 / w0)) / rho;
return fabs(S);
} else if (a.mode == PARCC_ORBIT && b.mode == PARCC_ORBIT) {
return 1;
} else {
// Cross-mode interpolation is not implemented.
}
return 0;
}
static bool parcc_raycast_plane(const parcc_float origin[3], const parcc_float dir[3],
parcc_float* t, void* userdata) {
parcc_context* context = (parcc_context*)userdata;
const parcc_float* plane = context->props.map_plane;
parcc_float n[3] = {plane[0], plane[1], plane[2]};
parcc_float p0[3] = {plane[0], plane[1], plane[2]};
parcc_float3_scale(p0, plane[3]);
const parcc_float denom = -parcc_float3_dot(n, dir);
if (denom > 1e-6 || denom < -1e-6) {
parcc_float p0l0[3];
parcc_float3_subtract(p0l0, p0, origin);
*t = parcc_float3_dot(p0l0, n) / -denom;
return *t >= 0;
}
return false;
}
// Finds the point on the frustum's far plane that a pick ray intersects.
static void parcc_get_ray_far(parcc_context* context, int winx, int winy, parcc_float result[3]) {
const parcc_float width = context->props.viewport_width;
const parcc_float height = context->props.viewport_height;
const parcc_float fov = context->props.fov_degrees * PARCC_PI / 180.0;
const bool vertical_fov = context->props.fov_orientation == PARCC_VERTICAL;
const parcc_float* origin = context->eyepos;
parcc_float gaze[3];
parcc_float3_subtract(gaze, context->target, origin);
parcc_float3_normalize(gaze);
parcc_float right[3];
parcc_float3_cross(right, gaze, context->props.home_upward);
parcc_float3_normalize(right);
parcc_float upward[3];
parcc_float3_cross(upward, right, gaze);
parcc_float3_normalize(upward);
// Remap the grid coordinate into [-1, +1] and shift it to the pixel center.
const parcc_float u = 2.0 * (winx + 0.5) / width - 1.0;
const parcc_float v = 2.0 * (winy + 0.5) / height - 1.0;
// Compute the tangent of the field-of-view angle as well as the aspect ratio.
const parcc_float tangent = tan(fov / 2.0);
const parcc_float aspect = width / height;
// Adjust the gaze so it goes through the pixel of interest rather than the grid center.
if (vertical_fov) {
parcc_float3_scale(right, tangent * u * aspect);
parcc_float3_scale(upward, tangent * v);
} else {
parcc_float3_scale(right, tangent * u);
parcc_float3_scale(upward, tangent * v / aspect);
}
parcc_float3_add(gaze, gaze, right);
parcc_float3_add(gaze, gaze, upward);
parcc_float3_scale(gaze, context->props.far_plane);
parcc_float3_add(result, origin, gaze);
}
static void parcc_move_with_constraints(parcc_context* context, const parcc_float eyepos[3],
const parcc_float target[3]) {
const parcc_constraint constraint = context->props.map_constraint;
const parcc_float width = context->props.viewport_width;
const parcc_float height = context->props.viewport_height;
const parcc_float aspect = width / height;
const parcc_float map_width = context->props.map_extent[0] / 2;
const parcc_float map_height = context->props.map_extent[1] / 2;
const parcc_frame home = parcc_get_home_frame(context);
const parcc_frame previous_frame = parcc_get_current_frame(context);
const parcc_float fov = context->props.fov_degrees * PARCC_PI / 180.0;
const parcc_float min_extent = 2.0 * context->props.map_min_distance * tan(fov / 2);
parcc_float3_copy(context->eyepos, eyepos);
parcc_float3_copy(context->target, target);
parcc_frame frame = parcc_get_current_frame(context);