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forked from 0ad/0ad
0ad/source/graphics/scripting/JSInterface_Camera.cpp
MarkT 2b396ccb57 Minor improvements to some simulation code.
This was SVN commit r887.
2004-08-02 23:14:54 +00:00

267 lines
7.6 KiB
C++
Executable File

#include "precompiled.h"
#include "JSInterface_Camera.h"
#include "scripting/JSInterface_Vector3D.h"
#include "Camera.h"
#include "Vector3D.h"
#include "Matrix3D.h"
#include "Terrain.h"
#include "Game.h"
JSClass JSI_Camera::JSI_class = {
"Camera", JSCLASS_HAS_PRIVATE,
JS_PropertyStub, JS_PropertyStub,
JSI_Camera::getProperty, JSI_Camera::setProperty,
JS_EnumerateStub, JS_ResolveStub,
JS_ConvertStub, JSI_Camera::finalize,
NULL, NULL, NULL, NULL
};
JSPropertySpec JSI_Camera::JSI_props[] =
{
{ "position", JSI_Camera::vector_position, JSPROP_ENUMERATE },
{ "orientation", JSI_Camera::vector_orientation, JSPROP_ENUMERATE },
{ "up", JSI_Camera::vector_up, JSPROP_ENUMERATE },
{ 0 },
};
JSFunctionSpec JSI_Camera::JSI_methods[] =
{
{ "lookAt", JSI_Camera::lookAt, 2, 0, 0 },
{ "getFocus", JSI_Camera::getFocus, 0, 0, 0 },
{ 0 }
};
void JSI_Camera::init()
{
g_ScriptingHost.DefineCustomObjectType( &JSI_class, JSI_Camera::construct, 0, JSI_props, JSI_methods, NULL, NULL );
}
JSI_Camera::Camera_Info::Camera_Info()
{
CMatrix3D orient;
orient.SetXRotation( DEGTORAD( 30 ) );
orient.RotateY( DEGTORAD( -45 ) );
orient.Translate( 100, 150, -100 );
Camera_Info( orient.GetTranslation(), orient.GetIn(), orient.GetUp() );
}
JSI_Camera::Camera_Info::Camera_Info( const CVector3D& _position )
{
Camera_Info();
position = _position;
}
JSI_Camera::Camera_Info::Camera_Info( const CVector3D& _position, const CVector3D& _orientation )
{
Camera_Info( _position, _orientation, CVector3D( 0.0f, 1.0f, 0.0f ) );
}
JSI_Camera::Camera_Info::Camera_Info( const CVector3D& _position, const CVector3D& _orientation, const CVector3D& _up )
{
position = _position;
orientation = _orientation;
up = _up;
copy = NULL;
}
JSI_Camera::Camera_Info::Camera_Info( CCamera* _copy )
{
copy = _copy;
position = copy->m_Orientation.GetTranslation();
orientation = copy->m_Orientation.GetIn();
up = copy->m_Orientation.GetUp();
}
void JSI_Camera::Camera_Info::update()
{
if( copy )
copy->LookAlong( position, orientation, up );
}
JSBool JSI_Camera::getCamera( JSContext* cx, JSObject* obj, jsval id, jsval* vp )
{
JSObject* camera = JS_NewObject( cx, &JSI_Camera::JSI_class, NULL, NULL );
JS_SetPrivate( cx, camera, new Camera_Info( g_Game->GetView()->GetCamera() ) );
*vp = OBJECT_TO_JSVAL( camera );
return( JS_TRUE );
}
JSBool JSI_Camera::setCamera( JSContext* cx, JSObject* obj, jsval id, jsval* vp )
{
JSObject* camera = JSVAL_TO_OBJECT( *vp );
Camera_Info* cameraInfo;
if( !JSVAL_IS_OBJECT( *vp ) || !( cameraInfo = (Camera_Info*)JS_GetInstancePrivate( cx, camera, &JSI_Camera::JSI_class, NULL ) ) )
{
JS_ReportError( cx, "[Camera] Invalid object" );
}
else
g_Game->GetView()->GetCamera()->LookAlong( cameraInfo->position, cameraInfo->orientation, cameraInfo->up );
return( JS_TRUE );
}
JSBool JSI_Camera::getProperty( JSContext* cx, JSObject* obj, jsval id, jsval* vp )
{
if( !JSVAL_IS_INT( id ) )
return( JS_TRUE );
Camera_Info* cameraInfo = (Camera_Info*)JS_GetPrivate( cx, obj );
if( !cameraInfo )
{
JS_ReportError( cx, "[Camera] Invalid Reference" );
return( JS_TRUE );
}
CVector3D* d;
switch( g_ScriptingHost.ValueToInt( id ) )
{
case vector_position: d = &cameraInfo->position; break;
case vector_orientation: d = &cameraInfo->orientation; break;
case vector_up: d = &cameraInfo->up; break;
default: return( JS_FALSE );
}
JSObject* vector3d = JS_NewObject( g_ScriptingHost.getContext(), &JSI_Vector3D::JSI_class, NULL, NULL );
JS_SetPrivate( g_ScriptingHost.getContext(), vector3d, new JSI_Vector3D::Vector3D_Info( d, cameraInfo, ( void( IBoundPropertyOwner::* )() )&Camera_Info::update ) );
*vp = OBJECT_TO_JSVAL( vector3d );
return( JS_TRUE );
}
JSBool JSI_Camera::setProperty( JSContext* cx, JSObject* obj, jsval id, jsval* vp )
{
if( !JSVAL_IS_INT( id ) )
return( JS_TRUE );
Camera_Info* cameraInfo = (Camera_Info*)JS_GetPrivate( cx, obj );
if( !cameraInfo )
{
JS_ReportError( cx, "[Camera] Invalid reference" );
return( JS_TRUE );
}
JSObject* vector3d = JSVAL_TO_OBJECT( *vp );
JSI_Vector3D::Vector3D_Info* v = NULL;
if( JSVAL_IS_OBJECT( *vp ) && ( v = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( g_ScriptingHost.getContext(), vector3d, &JSI_Vector3D::JSI_class, NULL ) ) )
{
switch( g_ScriptingHost.ValueToInt( id ) )
{
case vector_position: cameraInfo->position = *( v->vector ); break;
case vector_orientation: cameraInfo->orientation = *( v->vector ); break;
case vector_up: cameraInfo->up = *( v->vector ); break;
}
cameraInfo->update();
}
return( JS_TRUE );
}
JSBool JSI_Camera::lookAt( JSContext* cx, JSObject* obj, unsigned int argc, jsval* argv, jsval* rval )
{
assert( argc >= 2 );
JSI_Vector3D::Vector3D_Info* v = NULL;
Camera_Info* cameraInfo = (Camera_Info*)JS_GetPrivate( cx, obj );
#define GETVECTOR( jv ) ( ( JSVAL_IS_OBJECT( jv ) && ( v = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( g_ScriptingHost.getContext(), JSVAL_TO_OBJECT( jv ), &JSI_Vector3D::JSI_class, NULL ) ) ) ? *(v->vector) : CVector3D() )
if( argc <= 3 )
{
cameraInfo->position = GETVECTOR( argv[0] );
cameraInfo->orientation = ( GETVECTOR( argv[1] ) - GETVECTOR( argv[0] ) );
cameraInfo->orientation.Normalize();
}
else
{
JS_ReportError( cx, "[Camera] Too many arguments to lookAt" );
*rval = JSVAL_FALSE;
return( JS_TRUE );
}
if( argc == 2 )
{
cameraInfo->up = CVector3D( 0.0f, 1.0f, 0.0f );
}
else if( argc == 3 )
{
cameraInfo->up = GETVECTOR( argv[2] );
}
#undef GETVECTOR
cameraInfo->update();
*rval = JSVAL_TRUE;
return( JS_TRUE );
}
JSBool JSI_Camera::getFocus( JSContext* cx, JSObject* obj, uintN argc, jsval* argv, jsval* rval )
{
// Largely copied from the equivalent method in CCamera
Camera_Info* cameraInfo = (Camera_Info*)JS_GetPrivate( cx, obj );
CHFTracer tracer( g_Game->GetWorld()->GetTerrain() ); int x, z;
CVector3D currentTarget;
if( !tracer.RayIntersect( cameraInfo->position, cameraInfo->orientation, x, z, currentTarget ) )
{
// Off the edge of the world?
// Work out where it /would/ hit, if the map were extended out to infinity with average height.
currentTarget = cameraInfo->position + cameraInfo->orientation * ( ( 50.0f - cameraInfo->position.Y ) / cameraInfo->orientation.Y );
}
JSObject* vector3d = JS_NewObject( g_ScriptingHost.getContext(), &JSI_Vector3D::JSI_class, NULL, NULL );
JS_SetPrivate( g_ScriptingHost.getContext(), vector3d, new JSI_Vector3D::Vector3D_Info( currentTarget ) );
*rval = OBJECT_TO_JSVAL( vector3d );
return( JS_TRUE );
}
JSBool JSI_Camera::construct( JSContext* cx, JSObject* obj, uintN argc, jsval* argv, jsval* rval )
{
JSI_Vector3D::Vector3D_Info* v = NULL;
JSObject* camera = JS_NewObject( cx, &JSI_Camera::JSI_class, NULL, NULL );
#define GETVECTOR( jv ) ( ( JSVAL_IS_OBJECT( jv ) && ( v = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( g_ScriptingHost.getContext(), JSVAL_TO_OBJECT( jv ), &JSI_Vector3D::JSI_class, NULL ) ) ) ? *(v->vector) : CVector3D() )
if( argc == 0 )
{
JS_SetPrivate( cx, camera, new Camera_Info() );
}
else if( argc == 1 )
{
JS_SetPrivate( cx, camera, new Camera_Info( GETVECTOR( argv[0] ) ) );
}
else if( argc == 2 )
{
JS_SetPrivate( cx, camera, new Camera_Info( GETVECTOR( argv[0] ), GETVECTOR( argv[1] ) ) );
}
else if( argc == 3 )
{
JS_SetPrivate( cx, camera, new Camera_Info( GETVECTOR( argv[0] ), GETVECTOR( argv[1] ), GETVECTOR( argv[2] ) ) );
}
else
{
JS_ReportError( cx, "[Camera] Too many arguments to constructor" );
*rval = JSVAL_NULL;
return( JS_TRUE );
}
#undef GET_VECTOR
*rval = OBJECT_TO_JSVAL( camera );
return( JS_TRUE );
}
void JSI_Camera::finalize( JSContext* cx, JSObject* obj )
{
delete( (Camera_Info*)JS_GetPrivate( cx, obj ) );
}