/* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_CAMERACONTROLLER #define INCLUDED_CAMERACONTROLLER #include "graphics/ICameraController.h" #include "graphics/SmoothedValue.h" class CCameraController : public ICameraController { NONCOPYABLE(CCameraController); public: CCameraController(CCamera& camera); ~CCameraController() override; void LoadConfig() override; InReaction HandleEvent(const SDL_Event_* ev) override; CVector3D GetCameraPivot() const override; CVector3D GetCameraPosition() const override; CVector3D GetCameraRotation() const override; float GetCameraZoom() const override; void SetCamera(const CVector3D& pos, float rotX, float rotY, float zoom) override; void MoveCameraTarget(const CVector3D& target) override; void ResetCameraTarget(const CVector3D& target) override; void FollowEntity(entity_id_t entity, bool firstPerson) override; entity_id_t GetFollowedEntity() override; void Update(const float deltaRealTime) override; void SetViewport(const SViewPort& vp) override; bool GetConstrainCamera() const override { return m_ConstrainCamera; } void SetConstrainCamera(bool constrain) override { m_ConstrainCamera = constrain; } private: CVector3D GetSmoothPivot(CCamera &camera) const; void ResetCameraAngleZoom(); void SetupCameraMatrixSmooth(CMatrix3D* orientation); void SetupCameraMatrixSmoothRot(CMatrix3D* orientation); void SetupCameraMatrixNonSmooth(CMatrix3D* orientation); void FocusHeight(bool smooth); /** * Set projection of current camera using near, far, and FOV values */ void SetCameraProjection(); /** * Whether the camera movement should be constrained by min/max limits * and terrain avoidance. */ bool m_ConstrainCamera; /** * Entity for the camera to follow, or INVALID_ENTITY if none. */ entity_id_t m_FollowEntity; /** * Whether to follow FollowEntity in first-person mode. */ bool m_FollowFirstPerson; // Settings float m_ViewScrollSpeed; float m_ViewScrollSpeedModifier; float m_ViewRotateXSpeed; float m_ViewRotateXMin; float m_ViewRotateXMax; float m_ViewRotateXDefault; float m_ViewRotateYSpeed; float m_ViewRotateYSpeedWheel; float m_ViewRotateYDefault; float m_ViewRotateSpeedModifier; float m_ViewDragSpeed; float m_ViewZoomSpeed; float m_ViewZoomSpeedWheel; float m_ViewZoomMin; float m_ViewZoomMax; float m_ViewZoomDefault; float m_ViewZoomSpeedModifier; float m_ViewFOV; float m_ViewNear; float m_ViewFar; int m_JoystickPanX; int m_JoystickPanY; int m_JoystickRotateX; int m_JoystickRotateY; int m_JoystickZoomIn; int m_JoystickZoomOut; float m_HeightSmoothness; float m_HeightMin; // Camera Controls State CSmoothedValue m_PosX; CSmoothedValue m_PosY; CSmoothedValue m_PosZ; CSmoothedValue m_Zoom; CSmoothedValue m_RotateX; // inclination around x axis (relative to camera) CSmoothedValue m_RotateY; // rotation around y (vertical) axis }; #endif // INCLUDED_CAMERACONTROLLER