VideoCommon: use Quaternion for Free Look orientation

This commit is contained in:
iwubcode 2020-10-22 23:09:14 -05:00
parent d35287b6e4
commit 586c689d63
3 changed files with 39 additions and 29 deletions

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@ -74,7 +74,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
static std::thread g_save_thread; static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system // 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. // Maps savestate versions to Dolphin versions.
// Versions after 42 don't need to be added to this list, // Versions after 42 don't need to be added to this list,

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@ -36,7 +36,7 @@ std::string to_string(FreeLook::ControlType type)
return ""; return "";
} }
class SixAxisController : public CameraController class SixAxisController final : public CameraController
{ {
public: public:
SixAxisController() = default; SixAxisController() = default;
@ -58,12 +58,11 @@ public:
m_mat = Common::Matrix44::Translate(Common::Vec3{0, 0, amt}) * m_mat; 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::FromQuaternion(quat) * m_mat;
m_mat = Common::Matrix44::FromMatrix33(Matrix33::RotateX(amt.x) * Matrix33::RotateY(amt.y) *
Matrix33::RotateZ(amt.z)) *
m_mat;
} }
void Reset() override { m_mat = Common::Matrix44::Identity(); } void Reset() override { m_mat = Common::Matrix44::Identity(); }
@ -74,31 +73,30 @@ private:
Common::Matrix44 m_mat = Common::Matrix44::Identity(); Common::Matrix44 m_mat = Common::Matrix44::Identity();
}; };
constexpr double HalfPI = MathUtil::PI / 2; class FPSController final : public CameraController
class FPSController : public CameraController
{ {
public: public:
Common::Matrix44 GetView() override 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 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; m_position += up * amt;
} }
void MoveHorizontal(float amt) override 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; m_position += right * amt;
} }
void MoveForward(float amt) override 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; m_position += forward * amt;
} }
@ -106,43 +104,41 @@ public:
{ {
m_rotation += amt; m_rotation += amt;
using Common::Matrix33; using Common::Quaternion;
using Common::Matrix44; const auto quat =
m_rotate_mat = (Quaternion::RotateX(m_rotation.x) * Quaternion::RotateY(m_rotation.y)).Normalized();
Matrix44::FromMatrix33(Matrix33::RotateX(m_rotation.x) * Matrix33::RotateY(m_rotation.y)); Rotate(quat);
} }
void Rotate(const Common::Quaternion& quat) override { m_rotate_quat = quat; }
void Reset() override void Reset() override
{ {
m_position = Common::Vec3{}; m_position = Common::Vec3{};
m_rotation = Common::Vec3{}; m_rotation = Common::Vec3{};
m_rotate_mat = Common::Matrix44::Identity(); m_rotate_quat = Common::Quaternion::Identity();
} }
void DoState(PointerWrap& p) void DoState(PointerWrap& p)
{ {
p.Do(m_rotation); p.Do(m_rotation);
p.Do(m_rotate_mat); p.Do(m_rotate_quat);
p.Do(m_position); p.Do(m_position);
} }
private: private:
Common::Vec3 m_rotation = Common::Vec3{}; 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{}; Common::Vec3 m_position = Common::Vec3{};
}; };
class OrbitalController : public CameraController class OrbitalController final : public CameraController
{ {
public: public:
Common::Matrix44 GetView() override Common::Matrix44 GetView() override
{ {
Common::Matrix44 result = Common::Matrix44::Identity(); return Common::Matrix44::Translate(Common::Vec3{0, 0, -m_distance}) *
result *= Common::Matrix44::Translate(Common::Vec3{0, 0, -m_distance}); Common::Matrix44::FromQuaternion(m_rotate_quat);
result *= Common::Matrix44::FromMatrix33(Common::Matrix33::RotateX(m_rotation.x));
result *= Common::Matrix44::FromMatrix33(Common::Matrix33::RotateY(m_rotation.y));
return result;
} }
void MoveVertical(float) override {} void MoveVertical(float) override {}
@ -155,23 +151,36 @@ public:
m_distance = std::clamp(m_distance, 0.0f, m_distance); 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 void Reset() override
{ {
m_rotation = Common::Vec3{}; m_rotation = Common::Vec3{};
m_rotate_quat = Common::Quaternion::Identity();
m_distance = 0; m_distance = 0;
} }
void DoState(PointerWrap& p) void DoState(PointerWrap& p)
{ {
p.Do(m_rotation); p.Do(m_rotation);
p.Do(m_rotate_quat);
p.Do(m_distance); p.Do(m_distance);
} }
private: private:
float m_distance = 0; float m_distance = 0;
Common::Vec3 m_rotation = Common::Vec3{}; Common::Vec3 m_rotation = Common::Vec3{};
Common::Quaternion m_rotate_quat = Common::Quaternion::Identity();
}; };
} // namespace } // namespace

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@ -32,6 +32,7 @@ public:
virtual void MoveForward(float amt) = 0; virtual void MoveForward(float amt) = 0;
virtual void Rotate(const Common::Vec3& amt) = 0; virtual void Rotate(const Common::Vec3& amt) = 0;
virtual void Rotate(const Common::Quaternion& quat) = 0;
virtual void Reset() = 0; virtual void Reset() = 0;