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forked from 0ad/0ad
0ad/source/graphics/GameView.cpp
pyrolink a4c0ea9d07 #Cinematic changes
-Eliminated tracks, rotation is per node

This was SVN commit r4929.
2007-02-27 02:14:18 +00:00

888 lines
24 KiB
C++

#include "precompiled.h"
#include "GameView.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/HFTracer.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ObjectManager.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "lib/input.h"
#include "lib/lib.h"
#include "lib/timer.h"
#include "maths/Bound.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Quaternion.h"
#include "ps/ConfigDB.h"
#include "ps/Game.h"
#include "ps/Globals.h"
#include "ps/Hotkey.h"
#include "ps/Interact.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h"
#include "renderer/Renderer.h"
#include "renderer/Renderer.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "scripting/ScriptableObject.h"
#include "simulation/Entity.h"
#include "simulation/EntityOrders.h"
#include "simulation/LOSManager.h"
#include "simulation/Projectile.h"
float g_MaxZoomHeight=350.0f; //note: Max terrain height is this minus YMinOffset
float g_YMinOffset=15.0f;
extern int g_xres, g_yres;
static CVector3D cameraBookmarks[10];
static bool bookmarkInUse[10] = { false, false, false, false, false, false, false, false, false, false };
static i8 currentBookmark = -1;
const float CGameView::defaultFOV = DEGTORAD(20.f);
const float CGameView::defaultNear = 4.f;
const float CGameView::defaultFar = 4096.f;
class CGameViewImpl : public CJSObject<CGameViewImpl>, boost::noncopyable
{
public:
CGameViewImpl(CGame* game)
: Game(game), MeshManager(), ObjectManager(MeshManager),
ViewCamera(),
CullCamera(),
LockCullCamera(false),
Culling(true),
ViewScrollSpeed(60),
ViewRotateSensitivity(0.002f),
ViewRotateSensitivityKeyboard(1.0f),
ViewRotateAboutTargetSensitivity(0.010f),
ViewRotateAboutTargetSensitivityKeyboard(2.0f),
ViewDragSensitivity(0.5f),
ViewZoomSensitivityWheel(16.0f),
ViewZoomSensitivity(256.0f),
ViewZoomSmoothness(0.02f),
ViewSnapSmoothness(0.02f),
CameraDelta(),
CameraPivot(),
ZoomDelta(0)
{
}
CGame* Game;
CMeshManager MeshManager;
CObjectManager ObjectManager;
/**
* this camera controls the eye position when rendering
*/
CCamera ViewCamera;
/**
* this camera controls the frustum that is used for culling
* and shadow calculations
*
* Note that all code that works with camera movements should only change
* m_ViewCamera. The render functions automatically sync the cull camera to
* the view camera depending on the value of m_LockCullCamera.
*/
CCamera CullCamera;
/**
* When @c true, the cull camera is locked in place.
* When @c false, the cull camera follows the view camera.
*
* Exposed to JS as gameView.lockCullCamera
*/
bool LockCullCamera;
/**
* When @c true, culling is enabled so that only models that have a chance of
* being visible are sent to the renderer.
* Otherwise, the entire world is sent to the renderer.
*
* Exposed to JS as gameView.culling
*/
bool Culling;
/**
* Cache global lighting environment. This is used to check whether the
* environment has changed during the last frame, so that vertex data can be updated etc.
*/
CLightEnv CachedLightEnv;
CCinemaManager TrackManager;
////////////////////////////////////////
// Settings
float ViewScrollSpeed;
float ViewRotateSensitivity;
float ViewRotateSensitivityKeyboard;
float ViewRotateAboutTargetSensitivity;
float ViewRotateAboutTargetSensitivityKeyboard;
float ViewDragSensitivity;
float ViewZoomSensitivityWheel;
float ViewZoomSensitivity;
float ViewZoomSmoothness; // 0.0 = instantaneous zooming, 1.0 = so slow it never moves
float ViewSnapSmoothness; // Just the same.
////////////////////////////////////////
// Camera Controls State
CVector3D CameraDelta;
CVector3D CameraPivot;
CEntity* UnitView;
CModel* UnitViewProp;
CEntity* UnitAttach;
//float m_CameraZoom;
std::vector<CVector3D> CameraTargets;
// Accumulate zooming changes across frames for smoothness
float ZoomDelta;
// JS Interface
bool JSI_StartCustomSelection(JSContext *cx, uintN argc, jsval *argv);
bool JSI_EndCustomSelection(JSContext *cx, uintN argc, jsval *argv);
static void ScriptingInit();
};
CGameView::CGameView(CGame *pGame):
m(new CGameViewImpl(pGame))
{
SViewPort vp;
vp.m_X=0;
vp.m_Y=0;
vp.m_Width=g_xres;
vp.m_Height=g_yres;
m->ViewCamera.SetViewPort(&vp);
m->ViewCamera.SetProjection (defaultNear, defaultFar, defaultFOV);
m->ViewCamera.m_Orientation.SetXRotation(DEGTORAD(30));
m->ViewCamera.m_Orientation.RotateY(DEGTORAD(0));
m->ViewCamera.m_Orientation.Translate (100, 150, -100);
m->CullCamera = m->ViewCamera;
g_Renderer.SetSceneCamera(m->ViewCamera, m->CullCamera);
m->UnitView=NULL;
m->UnitAttach=NULL;
ONCE( m->ScriptingInit(); );
}
CGameView::~CGameView()
{
g_Selection.clearSelection();
g_Mouseover.clear();
g_BuildingPlacer.deactivate();
UnloadResources();
delete m;
}
CObjectManager& CGameView::GetObjectManager() const
{
return m->ObjectManager;
}
JSObject* CGameView::GetScript()
{
return m->GetScript();
}
CCamera* CGameView::GetCamera()
{
return &m->ViewCamera;
}
CCinemaManager* CGameView::GetCinema()
{
return &m->TrackManager;
};
void CGameView::AttachToUnit(CEntity* target)
{
m->UnitAttach = target;
}
bool CGameView::IsAttached()
{
return (m->UnitAttach != NULL);
}
bool CGameView::IsUnitView()
{
return (m->UnitView != NULL);
}
void CGameViewImpl::ScriptingInit()
{
AddMethod<bool, &CGameViewImpl::JSI_StartCustomSelection>("startCustomSelection", 0);
AddMethod<bool, &CGameViewImpl::JSI_EndCustomSelection>("endCustomSelection", 0);
AddProperty(L"culling", &CGameViewImpl::Culling);
AddProperty(L"lockCullCamera", &CGameViewImpl::LockCullCamera);
CJSObject<CGameViewImpl>::ScriptingInit("GameView");
}
int CGameView::Initialize(CGameAttributes* UNUSED(pAttribs))
{
CFG_GET_SYS_VAL( "view.scroll.speed", Float, m->ViewScrollSpeed );
CFG_GET_SYS_VAL( "view.rotate.speed", Float, m->ViewRotateSensitivity );
CFG_GET_SYS_VAL( "view.rotate.keyboard.speed", Float, m->ViewRotateSensitivityKeyboard );
CFG_GET_SYS_VAL( "view.rotate.abouttarget.speed", Float, m->ViewRotateAboutTargetSensitivity );
CFG_GET_SYS_VAL( "view.rotate.keyboard.abouttarget.speed", Float, m->ViewRotateAboutTargetSensitivityKeyboard );
CFG_GET_SYS_VAL( "view.drag.speed", Float, m->ViewDragSensitivity );
CFG_GET_SYS_VAL( "view.zoom.speed", Float, m->ViewZoomSensitivity );
CFG_GET_SYS_VAL( "view.zoom.wheel.speed", Float, m->ViewZoomSensitivityWheel );
CFG_GET_SYS_VAL( "view.zoom.smoothness", Float, m->ViewZoomSmoothness );
CFG_GET_SYS_VAL( "view.snap.smoothness", Float, m->ViewSnapSmoothness );
if( ( m->ViewZoomSmoothness < 0.0f ) || ( m->ViewZoomSmoothness > 1.0f ) )
m->ViewZoomSmoothness = 0.02f;
if( ( m->ViewSnapSmoothness < 0.0f ) || ( m->ViewSnapSmoothness > 1.0f ) )
m->ViewSnapSmoothness = 0.02f;
return 0;
}
void CGameView::RegisterInit(CGameAttributes *pAttribs)
{
// CGameView init
RegMemFun1(this, &CGameView::Initialize, pAttribs, L"CGameView init", 1);
// previously done by CGameView::InitResources
RegMemFun(g_TexMan.GetSingletonPtr(), &CTextureManager::LoadTerrainTextures, L"LoadTerrainTextures", 60);
RegMemFun(g_Renderer.GetSingletonPtr(), &CRenderer::LoadAlphaMaps, L"LoadAlphaMaps", 5);
RegMemFun(g_Renderer.GetSingletonPtr()->GetWaterManager(), &WaterManager::LoadWaterTextures, L"LoadWaterTextures", 80);
RegMemFun(g_Renderer.GetSingletonPtr()->GetSkyManager(), &SkyManager::LoadSkyTextures, L"LoadSkyTextures", 15);
}
void CGameView::Render()
{
if (m->LockCullCamera == false)
{
// Set up cull camera
m->CullCamera = m->ViewCamera;
// This can be uncommented to try getting a bigger frustum..
// but then it makes shadow maps too low-detail.
//m_CullCamera.SetProjection(1.0f, 10000.0f, DEGTORAD(30));
//m_CullCamera.UpdateFrustum();
}
g_Renderer.SetSceneCamera(m->ViewCamera, m->CullCamera);
CheckLightEnv();
g_Renderer.RenderScene(this);
}
///////////////////////////////////////////////////////////
// This callback is part of the Scene interface
// Submit all objects visible in the given frustum
void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
{
PROFILE_START( "submit terrain" );
CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
u32 patchesPerSide = pTerrain->GetPatchesPerSide();
for (uint j=0; j<patchesPerSide; j++) {
for (uint i=0; i<patchesPerSide; i++) {
CPatch* patch=pTerrain->GetPatch(i,j);
// If the patch is underwater, calculate a bounding box that also contains the water plane
CBound bounds = patch->GetBounds();
float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f;
if(bounds[1].Y < waterHeight) {
bounds[1].Y = waterHeight;
}
if (!m->Culling || frustum.IsBoxVisible (CVector3D(0,0,0), bounds)) {
c->Submit(patch);
}
}
}
PROFILE_END( "submit terrain" );
PROFILE_START( "submit models" );
CWorld* world = m->Game->GetWorld();
CUnitManager& unitMan = world->GetUnitManager();
CProjectileManager& pProjectileMan = world->GetProjectileManager();
CLOSManager* losMgr = world->GetLOSManager();
const std::vector<CUnit*>& units = unitMan.GetUnits();
for (uint i=0;i<units.size();++i)
{
oglCheck();
CEntity* ent = units[i]->GetEntity();
if( ent && !ent->m_visible )
continue;
int status = losMgr->GetUnitStatus(units[i], g_Game->GetLocalPlayer());
CModel* model = units[i]->GetModel();
model->ValidatePosition();
if (status != UNIT_HIDDEN &&
(!m->Culling || frustum.IsBoxVisible(CVector3D(0,0,0), model->GetBounds())))
{
if(units[i] != g_BuildingPlacer.m_actor)
{
CColor color;
if(status == UNIT_VISIBLE)
{
color = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
else // status == UNIT_REMEMBERED
{
color = CColor(0.7f, 0.7f, 0.7f, 1.0f);
}
model->SetShadingColor(color);
}
PROFILE( "submit models" );
c->SubmitRecursive(model);
}
}
const std::vector<CProjectile*>& projectiles = pProjectileMan.GetProjectiles();
for (uint i = 0; i < projectiles.size(); ++i)
{
CModel* model = projectiles[i]->GetModel();
model->ValidatePosition();
const CBound& bound = model->GetBounds();
CVector3D centre;
bound.GetCentre(centre);
if ((!m->Culling || frustum.IsBoxVisible(CVector3D(0,0,0), bound))
&& losMgr->GetStatus(centre.X, centre.Z, g_Game->GetLocalPlayer()) & LOS_VISIBLE)
{
PROFILE( "submit projectiles" );
c->SubmitRecursive(projectiles[i]->GetModel());
}
}
PROFILE_END( "submit models" );
}
//locks the camera in place
void CGameView::CameraLock(const CVector3D& Trans, bool smooth)
{
CameraLock(Trans.X, Trans.Y, Trans.Z, smooth);
}
void CGameView::CameraLock(float x, float y, float z, bool smooth)
{
CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
float height = pTerrain->getExactGroundLevel(
m->ViewCamera.m_Orientation._14 + x, m->ViewCamera.m_Orientation._34 + z) +
g_YMinOffset;
//is requested position within limits?
if (m->ViewCamera.m_Orientation._24 + y <= g_MaxZoomHeight)
{
if( m->ViewCamera.m_Orientation._24 + y >= height)
{
m->ViewCamera.m_Orientation.Translate(x, y, z);
}
else if (m->ViewCamera.m_Orientation._24 + y < height && smooth == true)
{
m->ViewCamera.m_Orientation.Translate(x, y, z);
m->ViewCamera.m_Orientation._24=height;
}
}
}
static void MarkUpdateColorRecursive(CModel* model)
{
model->SetDirty(RENDERDATA_UPDATE_COLOR);
const std::vector<CModel::Prop>& props = model->GetProps();
for(uint i = 0; i < props.size(); ++i) {
MarkUpdateColorRecursive(props[i].m_Model);
}
}
void CGameView::CheckLightEnv()
{
if (m->CachedLightEnv == g_LightEnv)
return;
m->CachedLightEnv = g_LightEnv;
CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
if (!pTerrain)
return;
PROFILE("update light env");
pTerrain->MakeDirty(RENDERDATA_UPDATE_COLOR);
const std::vector<CUnit*>& units = m->Game->GetWorld()->GetUnitManager().GetUnits();
for(size_t i = 0; i < units.size(); ++i) {
MarkUpdateColorRecursive(units[i]->GetModel());
}
}
void CGameView::UnloadResources()
{
g_TexMan.UnloadTerrainTextures();
g_Renderer.UnloadAlphaMaps();
g_Renderer.GetWaterManager()->UnloadWaterTextures();
}
void CGameView::ResetCamera()
{
// quick hack to return camera home, for screenshots (after alt+tabbing)
m->ViewCamera.SetProjection (defaultNear, defaultFar, defaultFOV);
m->ViewCamera.m_Orientation.SetXRotation(DEGTORAD(30));
m->ViewCamera.m_Orientation.RotateY(DEGTORAD(-45));
m->ViewCamera.m_Orientation.Translate (100, 150, -100);
}
void CGameView::ResetCameraOrientation()
{
CVector3D origin = m->ViewCamera.m_Orientation.GetTranslation();
CVector3D dir = m->ViewCamera.m_Orientation.GetIn();
CVector3D target = origin + dir * ( ( 50.0f - origin.Y ) / dir.Y );
target -= CVector3D( -22.474480f, 50.0f, 22.474480f );
m->ViewCamera.SetProjection (defaultNear, defaultFar, defaultFOV);
m->ViewCamera.m_Orientation.SetXRotation(DEGTORAD(30));
m->ViewCamera.m_Orientation.RotateY(DEGTORAD(-45));
target += CVector3D( 100.0f, 150.0f, -100.0f );
m->ViewCamera.m_Orientation.Translate( target );
}
void CGameView::RotateAboutTarget()
{
m->CameraPivot = m->ViewCamera.GetWorldCoordinates(true);
}
void CGameView::Update(float DeltaTime)
{
if (!g_app_has_focus)
return;
if (m->UnitView)
{
m->ViewCamera.m_Orientation.SetYRotation(m->UnitView->m_orientation.Y);
m->ViewCamera.m_Orientation.Translate(m->UnitViewProp->GetTransform().GetTranslation());
m->ViewCamera.UpdateFrustum();
return;
}
if (m->UnitAttach)
{
CVector3D ToMove = m->UnitAttach->m_position - m->ViewCamera.GetFocus();
m->ViewCamera.m_Orientation._14 += ToMove.X;
m->ViewCamera.m_Orientation._34 += ToMove.Z;
m->ViewCamera.UpdateFrustum();
return;
}
if (m->TrackManager.IsActive() && m->TrackManager.IsPlaying())
{
if (! m->TrackManager.Update(DeltaTime))
ResetCamera();
return;
}
float delta = powf( m->ViewSnapSmoothness, DeltaTime );
m->ViewCamera.m_Orientation.Translate( m->CameraDelta * ( 1.0f - delta ) );
m->CameraDelta *= delta;
// This could be rewritten much more reliably, so it doesn't e.g. accidentally tilt
// the camera, assuming we know exactly what limits the camera should have.
// Calculate mouse movement
static int mouse_last_x = 0;
static int mouse_last_y = 0;
int mouse_dx = g_mouse_x - mouse_last_x;
int mouse_dy = g_mouse_y - mouse_last_y;
mouse_last_x = g_mouse_x;
mouse_last_y = g_mouse_y;
// Miscellaneous vectors
CVector3D forwards = m->ViewCamera.m_Orientation.GetIn();
CVector3D rightwards = m->ViewCamera.m_Orientation.GetLeft() * -1.0f; // upwards.Cross(forwards);
CVector3D upwards( 0.0f, 1.0f, 0.0f );
// rightwards.Normalize();
CVector3D forwards_horizontal = forwards;
forwards_horizontal.Y = 0.0f;
forwards_horizontal.Normalize();
if( hotkeys[HOTKEY_CAMERA_ROTATE] || hotkeys[HOTKEY_CAMERA_ROTATE_KEYBOARD] )
{
// Ctrl + middle-drag or left-and-right-drag to rotate view
// Untranslate the camera, so it rotates around the correct point
CVector3D position = m->ViewCamera.m_Orientation.GetTranslation();
m->ViewCamera.m_Orientation.Translate(position*-1);
// Sideways rotation
float rightways = 0.0f;
if( hotkeys[HOTKEY_CAMERA_ROTATE] )
rightways = (float)mouse_dx * m->ViewRotateSensitivity;
if( hotkeys[HOTKEY_CAMERA_ROTATE_KEYBOARD] )
{
if( hotkeys[HOTKEY_CAMERA_LEFT] )
rightways -= m->ViewRotateSensitivityKeyboard * DeltaTime;
if( hotkeys[HOTKEY_CAMERA_RIGHT] )
rightways += m->ViewRotateSensitivityKeyboard * DeltaTime;
}
m->ViewCamera.m_Orientation.RotateY( rightways );
// Up/down rotation
float upways = 0.0f;
if( hotkeys[HOTKEY_CAMERA_ROTATE] )
upways = (float)mouse_dy * m->ViewRotateSensitivity;
if( hotkeys[HOTKEY_CAMERA_ROTATE_KEYBOARD] )
{
if( hotkeys[HOTKEY_CAMERA_UP] )
upways -= m->ViewRotateSensitivityKeyboard * DeltaTime;
if( hotkeys[HOTKEY_CAMERA_DOWN] )
upways += m->ViewRotateSensitivityKeyboard * DeltaTime;
}
CQuaternion temp;
temp.FromAxisAngle(rightwards, upways);
m->ViewCamera.m_Orientation.Rotate(temp);
// Retranslate back to the right position
m->ViewCamera.m_Orientation.Translate(position);
}
else if( hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET] )
{
CVector3D origin = m->ViewCamera.m_Orientation.GetTranslation();
CVector3D delta = origin - m->CameraPivot;
CQuaternion rotateH, rotateV; CMatrix3D rotateM;
// Sideways rotation
float rightways = (float)mouse_dx * m->ViewRotateAboutTargetSensitivity;
rotateH.FromAxisAngle( upwards, rightways );
// Up/down rotation
float upways = (float)mouse_dy * m->ViewRotateAboutTargetSensitivity;
rotateV.FromAxisAngle( rightwards, upways );
rotateH *= rotateV;
rotateH.ToMatrix( rotateM );
delta = rotateM.Rotate( delta );
// Lock the inclination to a rather arbitrary values (for the sake of graphical decency)
float scan = sqrt( delta.X * delta.X + delta.Z * delta.Z ) / delta.Y;
if( ( scan >= 0.5f ) )
{
// Move the camera to the origin (in preparation for rotation )
m->ViewCamera.m_Orientation.Translate( origin * -1.0f );
m->ViewCamera.m_Orientation.Rotate( rotateH );
// Move the camera back to where it belongs
m->ViewCamera.m_Orientation.Translate( m->CameraPivot + delta );
}
}
else if( hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET_KEYBOARD] )
{
// Split up because the keyboard controls use the centre of the screen, not the mouse position.
CVector3D origin = m->ViewCamera.m_Orientation.GetTranslation();
CVector3D pivot = m->ViewCamera.GetFocus();
CVector3D delta = origin - pivot;
CQuaternion rotateH, rotateV; CMatrix3D rotateM;
// Sideways rotation
float rightways = 0.0f;
if( hotkeys[HOTKEY_CAMERA_LEFT] )
rightways -= m->ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
if( hotkeys[HOTKEY_CAMERA_RIGHT] )
rightways += m->ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
rotateH.FromAxisAngle( upwards, rightways );
// Up/down rotation
float upways = 0.0f;
if( hotkeys[HOTKEY_CAMERA_UP] )
upways -= m->ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
if( hotkeys[HOTKEY_CAMERA_DOWN] )
upways += m->ViewRotateAboutTargetSensitivityKeyboard * DeltaTime;
rotateV.FromAxisAngle( rightwards, upways );
rotateH *= rotateV;
rotateH.ToMatrix( rotateM );
delta = rotateM.Rotate( delta );
// Lock the inclination to a rather arbitrary values (for the sake of graphical decency)
float scan = sqrt( delta.X * delta.X + delta.Z * delta.Z ) / delta.Y;
if( ( scan >= 0.5f ) )
{
// Move the camera to the origin (in preparation for rotation )
m->ViewCamera.m_Orientation.Translate( origin * -1.0f );
m->ViewCamera.m_Orientation.Rotate( rotateH );
// Move the camera back to where it belongs
m->ViewCamera.m_Orientation.Translate( pivot + delta );
}
}
else if( hotkeys[HOTKEY_CAMERA_PAN] )
{
// Middle-drag to pan
//keep camera in bounds
CameraLock(rightwards * (m->ViewDragSensitivity * mouse_dx));
CameraLock(forwards_horizontal * (-m->ViewDragSensitivity * mouse_dy));
}
// Mouse movement
if( !hotkeys[HOTKEY_CAMERA_ROTATE] && !hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET] )
{
if (g_mouse_x >= g_xres-2 && g_mouse_x < g_xres)
CameraLock(rightwards * (m->ViewScrollSpeed * DeltaTime));
else if (g_mouse_x <= 3 && g_mouse_x >= 0)
CameraLock(-rightwards * (m->ViewScrollSpeed * DeltaTime));
if (g_mouse_y >= g_yres-2 && g_mouse_y < g_yres)
CameraLock(-forwards_horizontal * (m->ViewScrollSpeed * DeltaTime));
else if (g_mouse_y <= 3 && g_mouse_y >= 0)
CameraLock(forwards_horizontal * (m->ViewScrollSpeed * DeltaTime));
}
// Keyboard movement (added to mouse movement, so you can go faster if you want)
if( hotkeys[HOTKEY_CAMERA_PAN_KEYBOARD] )
{
if( hotkeys[HOTKEY_CAMERA_RIGHT] )
CameraLock(rightwards * (m->ViewScrollSpeed * DeltaTime));
if( hotkeys[HOTKEY_CAMERA_LEFT] )
CameraLock(-rightwards * (m->ViewScrollSpeed * DeltaTime));
if( hotkeys[HOTKEY_CAMERA_DOWN] )
CameraLock(-forwards_horizontal * (m->ViewScrollSpeed * DeltaTime));
if( hotkeys[HOTKEY_CAMERA_UP] )
CameraLock(forwards_horizontal * (m->ViewScrollSpeed * DeltaTime));
}
// Smoothed zooming (move a certain percentage towards the desired zoom distance every frame)
// Note that scroll wheel zooming is event-based and handled in game_view_handler
if( hotkeys[HOTKEY_CAMERA_ZOOM_IN] )
m->ZoomDelta += m->ViewZoomSensitivity*DeltaTime;
else if( hotkeys[HOTKEY_CAMERA_ZOOM_OUT] )
m->ZoomDelta -= m->ViewZoomSensitivity*DeltaTime;
if (fabsf(m->ZoomDelta) > 0.1f) // use a fairly high limit to avoid nasty flickering when zooming
{
float zoom_proportion = powf(m->ViewZoomSmoothness, DeltaTime);
CameraLock(forwards * (m->ZoomDelta * (1.0f-zoom_proportion)), false);
m->ZoomDelta *= zoom_proportion;
}
m->ViewCamera.UpdateFrustum ();
}
void CGameView::ToUnitView(CEntity* target, CModel* prop)
{
if( !target )
{
//prevent previous zooming
m->ZoomDelta = 0.0f;
ResetCamera();
SetCameraTarget( m->UnitView->m_position );
}
m->UnitView = target;
m->UnitViewProp = prop;
}
void CGameView::PushCameraTarget( const CVector3D& target )
{
// Save the current position
m->CameraTargets.push_back( m->ViewCamera.m_Orientation.GetTranslation() );
// And set the camera
SetCameraTarget( target );
}
void CGameView::SetCameraTarget( const CVector3D& target )
{
// Maintain the same orientation and level of zoom, if we can
// (do this by working out the point the camera is looking at, saving
// the difference between that position and the camera point, and restoring
// that difference to our new target)
CVector3D CurrentTarget = m->ViewCamera.GetFocus();
m->CameraDelta = target - CurrentTarget;
}
void CGameView::PopCameraTarget()
{
m->CameraDelta = m->CameraTargets.back() - m->ViewCamera.m_Orientation.GetTranslation();
m->CameraTargets.pop_back();
}
InReaction game_view_handler(const SDL_Event_* ev)
{
// put any events that must be processed even if inactive here
if(!g_app_has_focus || !g_Game)
return IN_PASS;
CGameView *pView=g_Game->GetView();
return pView->HandleEvent(ev);
}
InReaction CGameView::HandleEvent(const SDL_Event_* ev)
{
switch(ev->ev.type)
{
case SDL_HOTKEYDOWN:
switch(ev->ev.user.code)
{
case HOTKEY_WIREFRAME:
if (g_Renderer.GetModelRenderMode() == SOLID)
{
g_Renderer.SetTerrainRenderMode(EDGED_FACES);
g_Renderer.SetModelRenderMode(EDGED_FACES);
}
else if (g_Renderer.GetModelRenderMode() == EDGED_FACES)
{
g_Renderer.SetTerrainRenderMode(WIREFRAME);
g_Renderer.SetModelRenderMode(WIREFRAME);
}
else
{
g_Renderer.SetTerrainRenderMode(SOLID);
g_Renderer.SetModelRenderMode(SOLID);
}
return( IN_HANDLED );
case HOTKEY_CAMERA_RESET_ORIGIN:
ResetCamera();
return( IN_HANDLED );
case HOTKEY_CAMERA_RESET:
ResetCameraOrientation();
return( IN_HANDLED );
case HOTKEY_CAMERA_ROTATE_ABOUT_TARGET:
RotateAboutTarget();
return( IN_HANDLED );
// Mouse wheel must be treated using events instead of polling,
// because SDL auto-generates a sequence of mousedown/mouseup events
// and we never get to see the "down" state inside Update().
case HOTKEY_CAMERA_ZOOM_WHEEL_IN:
m->ZoomDelta += m->ViewZoomSensitivityWheel;
return( IN_HANDLED );
case HOTKEY_CAMERA_ZOOM_WHEEL_OUT:
m->ZoomDelta -= m->ViewZoomSensitivityWheel;
return( IN_HANDLED );
default:
if( ( ev->ev.user.code >= HOTKEY_CAMERA_BOOKMARK_0 ) && ( ev->ev.user.code <= HOTKEY_CAMERA_BOOKMARK_9 ) )
{
// The above test limits it to 10 bookmarks, so don't worry about overflowing
i8 id = (i8)( ev->ev.user.code - HOTKEY_CAMERA_BOOKMARK_0 );
if( hotkeys[HOTKEY_CAMERA_BOOKMARK_SAVE] )
{
// Attempt to track the ground we're looking at
cameraBookmarks[id] = GetCamera()->GetFocus();
bookmarkInUse[id] = true;
}
else if( hotkeys[HOTKEY_CAMERA_BOOKMARK_SNAP] )
{
if( bookmarkInUse[id] && ( currentBookmark == -1 ) )
{
PushCameraTarget( cameraBookmarks[id] );
currentBookmark = id;
}
}
else
{
if( bookmarkInUse[id] )
SetCameraTarget( cameraBookmarks[id] );
}
return( IN_HANDLED );
}
}
case SDL_HOTKEYUP:
switch( ev->ev.user.code )
{
case HOTKEY_CAMERA_BOOKMARK_SNAP:
if( currentBookmark != -1 )
PopCameraTarget();
currentBookmark = -1;
break;
default:
return( IN_PASS );
}
return( IN_HANDLED );
}
return IN_PASS;
}
bool CGameViewImpl::JSI_StartCustomSelection(
JSContext* UNUSED(context), uint UNUSED(argc), jsval* UNUSED(argv))
{
StartCustomSelection();
return true;
}
bool CGameViewImpl::JSI_EndCustomSelection(
JSContext* UNUSED(context), uint UNUSED(argc), jsval* UNUSED(argv))
{
ResetInteraction();
return true;
}