#include "precompiled.h" #include "MessageHandler.h" #include "../GameLoop.h" #include "maths/Vector3D.h" #include "maths/Quaternion.h" #include "ps/Game.h" #include "renderer/Renderer.h" #include namespace AtlasMessage { MESSAGEHANDLER(ScrollConstant) { if (msg->dir < 0 || msg->dir > 3) { debug_warn("ScrollConstant: invalid direction"); } else { g_GameLoop->input.scrollSpeed[msg->dir] = msg->speed; } } MESSAGEHANDLER(Scroll) { static CVector3D targetPos; static float targetDistance = 0.f; CMatrix3D& camera = g_Game->GetView()->GetCamera()->m_Orientation; static CVector3D lastCameraPos = camera.GetTranslation(); // Ensure roughly correct motion when dragging is combined with other // movements. if (lastCameraPos != camera.GetTranslation()) targetPos += camera.GetTranslation() - lastCameraPos; // General operation: // // When selecting a target point to drag, remember targetPos (a world-space // point on the terrain, underneath the mouse) and targetDistance (from the // camera to the target point). // // When dragging to a different position, the target point should remain // under the moved mouse; so calculate the ray through the camera and mouse, // multiply by targetDistance and add to targetPos, resulting in the required // camera position. if (msg->type == eScrollType::FROM) { msg->pos.GetWorldSpace(targetPos); targetDistance = (targetPos - camera.GetTranslation()).GetLength(); } else if (msg->type == eScrollType::TO) { CVector3D origin, dir; float x, y; msg->pos.GetScreenSpace(x, y); g_Game->GetView()->GetCamera()->BuildCameraRay(x, y, origin, dir); dir *= targetDistance; camera.Translate(targetPos - dir - origin); g_Game->GetView()->GetCamera()->UpdateFrustum(); } else { debug_warn("Scroll: Invalid type"); } lastCameraPos = camera.GetTranslation(); } MESSAGEHANDLER(SmoothZoom) { g_GameLoop->input.zoomDelta += msg->amount; } MESSAGEHANDLER(RotateAround) { static CVector3D focusPos; static float lastX = 0.f, lastY = 0.f; CMatrix3D& camera = g_Game->GetView()->GetCamera()->m_Orientation; if (msg->type == eRotateAroundType::FROM) { msg->pos.GetScreenSpace(lastX, lastY); // get mouse position msg->pos.GetWorldSpace(focusPos); // get point on terrain under mouse } else if (msg->type == eRotateAroundType::TO) { float x, y; msg->pos.GetScreenSpace(x, y); // get mouse position // Rotate around X and Y axes by amounts depending on the mouse delta float rotX = 6.f * (y-lastY) / g_Renderer.GetHeight(); float rotY = 6.f * (x-lastX) / g_Renderer.GetWidth(); CQuaternion q0, q1; q0.FromAxisAngle(camera.GetLeft(), -rotX); q1.FromAxisAngle(CVector3D(0.f, 1.f, 0.f), rotY); CQuaternion q = q0*q1; CVector3D origin = camera.GetTranslation(); CVector3D offset = q.Rotate(origin - focusPos); q *= camera.GetRotation(); q.Normalize(); // to avoid things blowing up when turning upside-down, for some reason I don't understand q.ToMatrix(camera); // Make sure up is still pointing up, regardless of any rounding errors. // (Maybe this distorts the camera in other ways, but at least the errors // are far less noticeable to me.) camera._21 = 0.f; // (_21 = Y component returned by GetLeft()) camera.Translate(focusPos + offset); g_Game->GetView()->GetCamera()->UpdateFrustum(); lastX = x; lastY = y; } else { debug_warn("RotateAround: Invalid type"); } } }