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forked from 0ad/0ad
0ad/source/graphics/GameView.cpp
Ykkrosh fa45d214b3 # Added support for COLLADA skeletal animations.
Moved COLLADA-loading code into separate class, since it now handles
both PMD and PSA.
Desingletonised CSkeletonAnimManager, moved into CGameView.
Made Atlas load its icons with buffered IO, for possible efficiency.

This was SVN commit r4934.
2007-03-01 18:52:53 +00:00

894 lines
25 KiB
C++

#include "precompiled.h"
#include "GameView.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/ColladaManager.h"
#include "graphics/HFTracer.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ObjectManager.h"
#include "graphics/Patch.h"
#include "graphics/SkeletonAnimManager.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),
ColladaManager(), MeshManager(ColladaManager), SkeletonAnimManager(ColladaManager),
ObjectManager(MeshManager, SkeletonAnimManager),
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;
CColladaManager ColladaManager;
CMeshManager MeshManager;
CSkeletonAnimManager SkeletonAnimManager;
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;
}