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