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VideoCommon: use Quaternion for Free Look orientation
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@ -74,7 +74,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
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static std::thread g_save_thread;
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// Don't forget to increase this after doing changes on the savestate system
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constexpr u32 STATE_VERSION = 127; // Last changed in PR 9300
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constexpr u32 STATE_VERSION = 128; // Last changed in PR 9366
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// Maps savestate versions to Dolphin versions.
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// 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)
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return "";
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}
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class SixAxisController : public CameraController
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class SixAxisController final : public CameraController
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{
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public:
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SixAxisController() = default;
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@ -58,12 +58,11 @@ public:
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m_mat = Common::Matrix44::Translate(Common::Vec3{0, 0, amt}) * m_mat;
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}
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void Rotate(const Common::Vec3& amt) override
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void Rotate(const Common::Vec3& amt) override { Rotate(Common::Quaternion::RotateXYZ(amt)); }
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void Rotate(const Common::Quaternion& quat) override
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{
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using Common::Matrix33;
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m_mat = Common::Matrix44::FromMatrix33(Matrix33::RotateX(amt.x) * Matrix33::RotateY(amt.y) *
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Matrix33::RotateZ(amt.z)) *
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m_mat;
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m_mat = Common::Matrix44::FromQuaternion(quat) * m_mat;
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}
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void Reset() override { m_mat = Common::Matrix44::Identity(); }
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@ -74,31 +73,30 @@ private:
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Common::Matrix44 m_mat = Common::Matrix44::Identity();
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};
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constexpr double HalfPI = MathUtil::PI / 2;
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class FPSController : public CameraController
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class FPSController final : public CameraController
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{
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public:
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Common::Matrix44 GetView() override
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{
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return m_rotate_mat * Common::Matrix44::Translate(m_position);
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return Common::Matrix44::FromQuaternion(m_rotate_quat) *
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Common::Matrix44::Translate(m_position);
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}
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void MoveVertical(float amt) override
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{
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Common::Vec3 up{m_rotate_mat.data[4], m_rotate_mat.data[5], m_rotate_mat.data[6]};
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const Common::Vec3 up = m_rotate_quat.Conjugate() * Common::Vec3{0, 1, 0};
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m_position += up * amt;
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}
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void MoveHorizontal(float amt) override
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{
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Common::Vec3 right{m_rotate_mat.data[0], m_rotate_mat.data[1], m_rotate_mat.data[2]};
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const Common::Vec3 right = m_rotate_quat.Conjugate() * Common::Vec3{1, 0, 0};
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m_position += right * amt;
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}
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void MoveForward(float amt) override
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{
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Common::Vec3 forward{m_rotate_mat.data[8], m_rotate_mat.data[9], m_rotate_mat.data[10]};
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const Common::Vec3 forward = m_rotate_quat.Conjugate() * Common::Vec3{0, 0, 1};
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m_position += forward * amt;
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}
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@ -106,43 +104,41 @@ public:
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{
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m_rotation += amt;
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using Common::Matrix33;
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using Common::Matrix44;
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m_rotate_mat =
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Matrix44::FromMatrix33(Matrix33::RotateX(m_rotation.x) * Matrix33::RotateY(m_rotation.y));
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using Common::Quaternion;
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const auto quat =
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(Quaternion::RotateX(m_rotation.x) * Quaternion::RotateY(m_rotation.y)).Normalized();
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Rotate(quat);
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}
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void Rotate(const Common::Quaternion& quat) override { m_rotate_quat = quat; }
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void Reset() override
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{
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m_position = Common::Vec3{};
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m_rotation = Common::Vec3{};
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m_rotate_mat = Common::Matrix44::Identity();
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m_rotate_quat = Common::Quaternion::Identity();
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}
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void DoState(PointerWrap& p)
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{
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p.Do(m_rotation);
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p.Do(m_rotate_mat);
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p.Do(m_rotate_quat);
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p.Do(m_position);
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}
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private:
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Common::Vec3 m_rotation = Common::Vec3{};
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Common::Matrix44 m_rotate_mat = Common::Matrix44::Identity();
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Common::Quaternion m_rotate_quat = Common::Quaternion::Identity();
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Common::Vec3 m_position = Common::Vec3{};
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};
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class OrbitalController : public CameraController
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class OrbitalController final : public CameraController
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{
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public:
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Common::Matrix44 GetView() override
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{
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Common::Matrix44 result = Common::Matrix44::Identity();
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result *= Common::Matrix44::Translate(Common::Vec3{0, 0, -m_distance});
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result *= Common::Matrix44::FromMatrix33(Common::Matrix33::RotateX(m_rotation.x));
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result *= Common::Matrix44::FromMatrix33(Common::Matrix33::RotateY(m_rotation.y));
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return result;
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return Common::Matrix44::Translate(Common::Vec3{0, 0, -m_distance}) *
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Common::Matrix44::FromQuaternion(m_rotate_quat);
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}
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void MoveVertical(float) override {}
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@ -155,23 +151,36 @@ public:
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m_distance = std::clamp(m_distance, 0.0f, m_distance);
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}
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void Rotate(const Common::Vec3& amt) override { m_rotation += amt; }
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void Rotate(const Common::Vec3& amt) override
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{
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m_rotation += amt;
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using Common::Quaternion;
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const auto quat =
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(Quaternion::RotateX(m_rotation.x) * Quaternion::RotateY(m_rotation.y)).Normalized();
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Rotate(quat);
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}
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void Rotate(const Common::Quaternion& quat) override { m_rotate_quat = quat; }
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void Reset() override
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{
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m_rotation = Common::Vec3{};
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m_rotate_quat = Common::Quaternion::Identity();
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m_distance = 0;
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}
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void DoState(PointerWrap& p)
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{
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p.Do(m_rotation);
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p.Do(m_rotate_quat);
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p.Do(m_distance);
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}
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private:
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float m_distance = 0;
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Common::Vec3 m_rotation = Common::Vec3{};
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Common::Quaternion m_rotate_quat = Common::Quaternion::Identity();
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};
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} // namespace
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@ -32,6 +32,7 @@ public:
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virtual void MoveForward(float amt) = 0;
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virtual void Rotate(const Common::Vec3& amt) = 0;
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virtual void Rotate(const Common::Quaternion& quat) = 0;
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virtual void Reset() = 0;
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