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/* Copyright (C) 2010 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "InputProcessor.h"
#include "ps/Game.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "maths/Quaternion.h"
static float g_ViewZoomSmoothness = 0.02f;
static float g_ViewRotateScale = 0.02f;
static void Rotate(CCamera& camera, float speed)
{
CVector3D upwards(0.0f, 1.0f, 0.0f);
CVector3D origin = camera.m_Orientation.GetTranslation();
CVector3D pivot = camera.GetFocus();
CVector3D delta = origin - pivot;
CQuaternion r;
r.FromAxisAngle(upwards, speed);
delta = r.Rotate(delta);
camera.m_Orientation.Translate(-origin);
camera.m_Orientation.Rotate(r);
camera.m_Orientation.Translate(pivot + delta);
}
bool InputProcessor::ProcessInput(GameLoopState* state)
{
if (! g_Game)
return false;
CCamera* camera = g_Game->GetView()->GetCamera();
CVector3D leftwards = camera->m_Orientation.GetLeft();
CVector3D inwards = camera->m_Orientation.GetIn();
// Calculate a vector pointing forwards, parallel to the ground
CVector3D forwards = inwards;
forwards.Y = 0.0f;
if (forwards.Length() < 0.001f) // be careful if the camera is looking straight down
forwards = CVector3D(1.f, 0.f, 0.f);
else
forwards.Normalize();
bool moved = false;
GameLoopState::Input& input = state->input;
if (state->input.scrollSpeed[0] != 0.0f)
{
camera->m_Orientation.Translate(forwards * (input.scrollSpeed[0] * state->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[1] != 0.0f)
{
camera->m_Orientation.Translate(forwards * (-input.scrollSpeed[1] * state->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[2] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (input.scrollSpeed[2] * state->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[3] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (-input.scrollSpeed[3] * state->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[4] != 0.0f)
{
Rotate(*camera, input.scrollSpeed[4] * state->realFrameLength * g_ViewRotateScale);
moved = true;
}
if (state->input.scrollSpeed[5] != 0.0f)
{
Rotate(*camera, -input.scrollSpeed[5] * state->realFrameLength * g_ViewRotateScale);
moved = true;
}
if (state->input.zoomDelta != 0.0f)
{
float zoom_proportion = powf(g_ViewZoomSmoothness, state->realFrameLength);
camera->m_Orientation.Translate(inwards * (input.zoomDelta * (1.0f - zoom_proportion)));
input.zoomDelta *= zoom_proportion;
if (fabsf(input.zoomDelta) < 0.1f)
input.zoomDelta = 0.0f;
moved = true;
}
if (moved)
camera->UpdateFrustum();
return moved;
}
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