File: CameraController.cpp

package info (click to toggle)
0ad 0.0.26-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 130,460 kB
  • sloc: cpp: 261,824; ansic: 198,392; javascript: 19,067; python: 14,557; sh: 7,629; perl: 4,072; xml: 849; makefile: 741; java: 533; ruby: 229; php: 190; pascal: 30; sql: 21; tcl: 4
file content (699 lines) | stat: -rw-r--r-- 22,559 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
/* Copyright (C) 2022 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 "CameraController.h"

#include "graphics/HFTracer.h"
#include "graphics/Terrain.h"
#include "i18n/L10n.h"
#include "lib/input.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Quaternion.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Game.h"
#include "ps/Globals.h"
#include "ps/Hotkey.h"
#include "ps/Pyrogenesis.h"
#include "ps/TouchInput.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/helpers/Los.h"

extern int g_xres, g_yres;

// Maximum distance outside the edge of the map that the camera's
// focus point can be moved
static const float CAMERA_EDGE_MARGIN = 2.0f * TERRAIN_TILE_SIZE;

CCameraController::CCameraController(CCamera& camera)
	: ICameraController(camera),
	  m_ConstrainCamera(true),
	  m_FollowEntity(INVALID_ENTITY),
	  m_FollowFirstPerson(false),

	  // Dummy values (these will be filled in by the config file)
	  m_ViewScrollSpeed(0),
	  m_ViewScrollSpeedModifier(1),
	  m_ViewScrollMouseDetectDistance(3),
	  m_ViewRotateXSpeed(0),
	  m_ViewRotateXMin(0),
	  m_ViewRotateXMax(0),
	  m_ViewRotateXDefault(0),
	  m_ViewRotateYSpeed(0),
	  m_ViewRotateYSpeedWheel(0),
	  m_ViewRotateYDefault(0),
	  m_ViewRotateSpeedModifier(1),
	  m_ViewDragSpeed(0),
	  m_ViewZoomSpeed(0),
	  m_ViewZoomSpeedWheel(0),
	  m_ViewZoomMin(0),
	  m_ViewZoomMax(0),
	  m_ViewZoomDefault(0),
	  m_ViewZoomSpeedModifier(1),
	  m_ViewFOV(DEGTORAD(45.f)),
	  m_ViewNear(2.f),
	  m_ViewFar(4096.f),
	  m_HeightSmoothness(0.5f),
	  m_HeightMin(16.f),

	  m_PosX(0, 0, 0.01f),
	  m_PosY(0, 0, 0.01f),
	  m_PosZ(0, 0, 0.01f),
	  m_Zoom(0, 0, 0.1f),
	  m_RotateX(0, 0, 0.001f),
	  m_RotateY(0, 0, 0.001f)
{
	SViewPort vp;
	vp.m_X = 0;
	vp.m_Y = 0;
	vp.m_Width = g_xres;
	vp.m_Height = g_yres;
	m_Camera.SetViewPort(vp);

	SetCameraProjection();
	SetupCameraMatrixSmooth(&m_Camera.m_Orientation);
	m_Camera.UpdateFrustum();
}

CCameraController::~CCameraController() = default;

void CCameraController::LoadConfig()
{
	CFG_GET_VAL("view.scroll.speed", m_ViewScrollSpeed);
	CFG_GET_VAL("view.scroll.speed.modifier", m_ViewScrollSpeedModifier);
	CFG_GET_VAL("view.scroll.mouse.detectdistance", m_ViewScrollMouseDetectDistance);
	CFG_GET_VAL("view.rotate.x.speed", m_ViewRotateXSpeed);
	CFG_GET_VAL("view.rotate.x.min", m_ViewRotateXMin);
	CFG_GET_VAL("view.rotate.x.max", m_ViewRotateXMax);
	CFG_GET_VAL("view.rotate.x.default", m_ViewRotateXDefault);
	CFG_GET_VAL("view.rotate.y.speed", m_ViewRotateYSpeed);
	CFG_GET_VAL("view.rotate.y.speed.wheel", m_ViewRotateYSpeedWheel);
	CFG_GET_VAL("view.rotate.y.default", m_ViewRotateYDefault);
	CFG_GET_VAL("view.rotate.speed.modifier", m_ViewRotateSpeedModifier);
	CFG_GET_VAL("view.drag.speed", m_ViewDragSpeed);
	CFG_GET_VAL("view.zoom.speed", m_ViewZoomSpeed);
	CFG_GET_VAL("view.zoom.speed.wheel", m_ViewZoomSpeedWheel);
	CFG_GET_VAL("view.zoom.min", m_ViewZoomMin);
	CFG_GET_VAL("view.zoom.max", m_ViewZoomMax);
	CFG_GET_VAL("view.zoom.default", m_ViewZoomDefault);
	CFG_GET_VAL("view.zoom.speed.modifier", m_ViewZoomSpeedModifier);

	CFG_GET_VAL("view.height.smoothness", m_HeightSmoothness);
	CFG_GET_VAL("view.height.min", m_HeightMin);

#define SETUP_SMOOTHNESS(CFG_PREFIX, SMOOTHED_VALUE) \
	{ \
		float smoothness = SMOOTHED_VALUE.GetSmoothness(); \
		CFG_GET_VAL(CFG_PREFIX ".smoothness", smoothness); \
		SMOOTHED_VALUE.SetSmoothness(smoothness); \
	}

	SETUP_SMOOTHNESS("view.pos", m_PosX);
	SETUP_SMOOTHNESS("view.pos", m_PosY);
	SETUP_SMOOTHNESS("view.pos", m_PosZ);
	SETUP_SMOOTHNESS("view.zoom", m_Zoom);
	SETUP_SMOOTHNESS("view.rotate.x", m_RotateX);
	SETUP_SMOOTHNESS("view.rotate.y", m_RotateY);
#undef SETUP_SMOOTHNESS

	CFG_GET_VAL("view.near", m_ViewNear);
	CFG_GET_VAL("view.far", m_ViewFar);
	CFG_GET_VAL("view.fov", m_ViewFOV);

	// Convert to radians
	m_RotateX.SetValue(DEGTORAD(m_ViewRotateXDefault));
	m_RotateY.SetValue(DEGTORAD(m_ViewRotateYDefault));
	m_ViewFOV = DEGTORAD(m_ViewFOV);
}

void CCameraController::SetViewport(const SViewPort& vp)
{
	m_Camera.SetViewPort(vp);
	SetCameraProjection();
}

void CCameraController::Update(const float deltaRealTime)
{
	// 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;

	if (HotkeyIsPressed("camera.rotate.cw"))
		m_RotateY.AddSmoothly(m_ViewRotateYSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.rotate.ccw"))
		m_RotateY.AddSmoothly(-m_ViewRotateYSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.rotate.up"))
		m_RotateX.AddSmoothly(-m_ViewRotateXSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.rotate.down"))
		m_RotateX.AddSmoothly(m_ViewRotateXSpeed * deltaRealTime);

	float moveRightward = 0.f;
	float moveForward = 0.f;

	if (HotkeyIsPressed("camera.pan"))
	{
		moveRightward += m_ViewDragSpeed * mouse_dx;
		moveForward += m_ViewDragSpeed * -mouse_dy;
	}

	if (g_mouse_active && m_ViewScrollMouseDetectDistance > 0)
	{
		if (g_mouse_x >= g_xres - m_ViewScrollMouseDetectDistance && g_mouse_x < g_xres)
			moveRightward += m_ViewScrollSpeed * deltaRealTime;
		else if (g_mouse_x < m_ViewScrollMouseDetectDistance && g_mouse_x >= 0)
			moveRightward -= m_ViewScrollSpeed * deltaRealTime;

		if (g_mouse_y >= g_yres - m_ViewScrollMouseDetectDistance && g_mouse_y < g_yres)
			moveForward -= m_ViewScrollSpeed * deltaRealTime;
		else if (g_mouse_y < m_ViewScrollMouseDetectDistance && g_mouse_y >= 0)
			moveForward += m_ViewScrollSpeed * deltaRealTime;
	}

	if (HotkeyIsPressed("camera.right"))
		moveRightward += m_ViewScrollSpeed * deltaRealTime;
	if (HotkeyIsPressed("camera.left"))
		moveRightward -= m_ViewScrollSpeed * deltaRealTime;
	if (HotkeyIsPressed("camera.up"))
		moveForward += m_ViewScrollSpeed * deltaRealTime;
	if (HotkeyIsPressed("camera.down"))
		moveForward -= m_ViewScrollSpeed * deltaRealTime;

	if (moveRightward || moveForward)
	{
		// Break out of following mode when the user starts scrolling
		m_FollowEntity = INVALID_ENTITY;

		float s = sin(m_RotateY.GetSmoothedValue());
		float c = cos(m_RotateY.GetSmoothedValue());
		m_PosX.AddSmoothly(c * moveRightward);
		m_PosZ.AddSmoothly(-s * moveRightward);
		m_PosX.AddSmoothly(s * moveForward);
		m_PosZ.AddSmoothly(c * moveForward);
	}

	if (m_FollowEntity)
	{
		CmpPtr<ICmpPosition> cmpPosition(*(g_Game->GetSimulation2()), m_FollowEntity);
		CmpPtr<ICmpRangeManager> cmpRangeManager(*(g_Game->GetSimulation2()), SYSTEM_ENTITY);
		if (cmpPosition && cmpPosition->IsInWorld() &&
			cmpRangeManager && cmpRangeManager->GetLosVisibility(m_FollowEntity, g_Game->GetViewedPlayerID()) == LosVisibility::VISIBLE)
		{
			// Get the most recent interpolated position
			float frameOffset = g_Game->GetSimulation2()->GetLastFrameOffset();
			CMatrix3D transform = cmpPosition->GetInterpolatedTransform(frameOffset);
			CVector3D pos = transform.GetTranslation();

			if (m_FollowFirstPerson)
			{
				float x, z, angle;
				cmpPosition->GetInterpolatedPosition2D(frameOffset, x, z, angle);
				float height = 4.f;
				m_Camera.m_Orientation.SetIdentity();
				m_Camera.m_Orientation.RotateX(static_cast<float>(M_PI) / 24.f);
				m_Camera.m_Orientation.RotateY(angle);
				m_Camera.m_Orientation.Translate(pos.X, pos.Y + height, pos.Z);

				m_Camera.UpdateFrustum();
				return;
			}
			else
			{
				// Move the camera to match the unit
				CCamera targetCam = m_Camera;
				SetupCameraMatrixSmoothRot(&targetCam.m_Orientation);

				CVector3D pivot = GetSmoothPivot(targetCam);
				CVector3D delta = pos - pivot;
				m_PosX.AddSmoothly(delta.X);
				m_PosY.AddSmoothly(delta.Y);
				m_PosZ.AddSmoothly(delta.Z);
			}
		}
		else
		{
			// The unit disappeared (died or garrisoned etc), so stop following it
			m_FollowEntity = INVALID_ENTITY;
		}
	}

	if (HotkeyIsPressed("camera.zoom.in"))
		m_Zoom.AddSmoothly(-m_ViewZoomSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.zoom.out"))
		m_Zoom.AddSmoothly(m_ViewZoomSpeed * deltaRealTime);

	if (m_ConstrainCamera)
		m_Zoom.ClampSmoothly(m_ViewZoomMin, m_ViewZoomMax);

	float zoomDelta = -m_Zoom.Update(deltaRealTime);
	if (zoomDelta)
	{
		CVector3D forwards = m_Camera.GetOrientation().GetIn();
		m_PosX.AddSmoothly(forwards.X * zoomDelta);
		m_PosY.AddSmoothly(forwards.Y * zoomDelta);
		m_PosZ.AddSmoothly(forwards.Z * zoomDelta);
	}

	if (m_ConstrainCamera)
		m_RotateX.ClampSmoothly(DEGTORAD(m_ViewRotateXMin), DEGTORAD(m_ViewRotateXMax));

	FocusHeight(true);

	// Ensure the ViewCamera focus is inside the map with the chosen margins
	// if not so - apply margins to the camera
	if (m_ConstrainCamera)
	{
		CCamera targetCam = m_Camera;
		SetupCameraMatrixSmoothRot(&targetCam.m_Orientation);

		CTerrain* pTerrain = g_Game->GetWorld()->GetTerrain();

		CVector3D pivot = GetSmoothPivot(targetCam);
		CVector3D delta = targetCam.GetOrientation().GetTranslation() - pivot;

		CVector3D desiredPivot = pivot;

		CmpPtr<ICmpRangeManager> cmpRangeManager(*(g_Game->GetSimulation2()), SYSTEM_ENTITY);
		if (cmpRangeManager && cmpRangeManager->GetLosCircular())
		{
			// Clamp to a circular region around the center of the map
			float r = pTerrain->GetMaxX() / 2;
			CVector3D center(r, desiredPivot.Y, r);
			float dist = (desiredPivot - center).Length();
			if (dist > r - CAMERA_EDGE_MARGIN)
				desiredPivot = center + (desiredPivot - center).Normalized() * (r - CAMERA_EDGE_MARGIN);
		}
		else
		{
			// Clamp to the square edges of the map
			desiredPivot.X = Clamp(desiredPivot.X, pTerrain->GetMinX() + CAMERA_EDGE_MARGIN, pTerrain->GetMaxX() - CAMERA_EDGE_MARGIN);
			desiredPivot.Z = Clamp(desiredPivot.Z, pTerrain->GetMinZ() + CAMERA_EDGE_MARGIN, pTerrain->GetMaxZ() - CAMERA_EDGE_MARGIN);
		}

		// Update the position so that pivot is within the margin
		m_PosX.SetValueSmoothly(desiredPivot.X + delta.X);
		m_PosZ.SetValueSmoothly(desiredPivot.Z + delta.Z);
	}

	m_PosX.Update(deltaRealTime);
	m_PosY.Update(deltaRealTime);
	m_PosZ.Update(deltaRealTime);

	// Handle rotation around the Y (vertical) axis
	{
		CCamera targetCam = m_Camera;
		SetupCameraMatrixSmooth(&targetCam.m_Orientation);

		float rotateYDelta = m_RotateY.Update(deltaRealTime);
		if (rotateYDelta)
		{
			// We've updated RotateY, and need to adjust Pos so that it's still
			// facing towards the original focus point (the terrain in the center
			// of the screen).

			CVector3D upwards(0.0f, 1.0f, 0.0f);

			CVector3D pivot = GetSmoothPivot(targetCam);
			CVector3D delta = targetCam.GetOrientation().GetTranslation() - pivot;

			CQuaternion q;
			q.FromAxisAngle(upwards, rotateYDelta);
			CVector3D d = q.Rotate(delta) - delta;

			m_PosX.Add(d.X);
			m_PosY.Add(d.Y);
			m_PosZ.Add(d.Z);
		}
	}

	// Handle rotation around the X (sideways, relative to camera) axis
	{
		CCamera targetCam = m_Camera;
		SetupCameraMatrixSmooth(&targetCam.m_Orientation);

		float rotateXDelta = m_RotateX.Update(deltaRealTime);
		if (rotateXDelta)
		{
			CVector3D rightwards = targetCam.GetOrientation().GetLeft() * -1.0f;

			CVector3D pivot = GetSmoothPivot(targetCam);
			CVector3D delta = targetCam.GetOrientation().GetTranslation() - pivot;

			CQuaternion q;
			q.FromAxisAngle(rightwards, rotateXDelta);
			CVector3D d = q.Rotate(delta) - delta;

			m_PosX.Add(d.X);
			m_PosY.Add(d.Y);
			m_PosZ.Add(d.Z);
		}
	}

	/* This is disabled since it doesn't seem necessary:

	// Ensure the camera's near point is never inside the terrain
	if (m_ConstrainCamera)
	{
	CMatrix3D target;
	target.SetIdentity();
	target.RotateX(m_RotateX.GetValue());
	target.RotateY(m_RotateY.GetValue());
	target.Translate(m_PosX.GetValue(), m_PosY.GetValue(), m_PosZ.GetValue());

	CVector3D nearPoint = target.GetTranslation() + target.GetIn() * defaultNear;
	float ground = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(nearPoint.X, nearPoint.Z);
	float limit = ground + 16.f;
	if (nearPoint.Y < limit)
	m_PosY.AddSmoothly(limit - nearPoint.Y);
	}
	*/

	m_RotateY.Wrap(-static_cast<float>(M_PI), static_cast<float>(M_PI));

	// Update the camera matrix
	SetCameraProjection();
	SetupCameraMatrixSmooth(&m_Camera.m_Orientation);
	m_Camera.UpdateFrustum();
}

CVector3D CCameraController::GetSmoothPivot(CCamera& camera) const
{
	return camera.GetOrientation().GetTranslation() + camera.GetOrientation().GetIn() * m_Zoom.GetSmoothedValue();
}

CVector3D CCameraController::GetCameraPivot() const
{
	return GetSmoothPivot(m_Camera);
}

CVector3D CCameraController::GetCameraPosition() const
{
	return CVector3D(m_PosX.GetValue(), m_PosY.GetValue(), m_PosZ.GetValue());
}

CVector3D CCameraController::GetCameraRotation() const
{
	// The angle of rotation around the Z axis is not used.
	return CVector3D(m_RotateX.GetValue(), m_RotateY.GetValue(), 0.0f);
}

float CCameraController::GetCameraZoom() const
{
	return m_Zoom.GetValue();
}

void CCameraController::SetCamera(const CVector3D& pos, float rotX, float rotY, float zoom)
{
	m_PosX.SetValue(pos.X);
	m_PosY.SetValue(pos.Y);
	m_PosZ.SetValue(pos.Z);
	m_RotateX.SetValue(rotX);
	m_RotateY.SetValue(rotY);
	m_Zoom.SetValue(zoom);

	FocusHeight(false);

	SetupCameraMatrixNonSmooth(&m_Camera.m_Orientation);
	m_Camera.UpdateFrustum();

	// Break out of following mode so the camera really moves to the target
	m_FollowEntity = INVALID_ENTITY;
}

void CCameraController::MoveCameraTarget(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)

	CCamera targetCam = m_Camera;
	SetupCameraMatrixNonSmooth(&targetCam.m_Orientation);

	CVector3D pivot = GetSmoothPivot(targetCam);
	CVector3D delta = target - pivot;

	m_PosX.SetValueSmoothly(delta.X + m_PosX.GetValue());
	m_PosZ.SetValueSmoothly(delta.Z + m_PosZ.GetValue());

	FocusHeight(false);

	// Break out of following mode so the camera really moves to the target
	m_FollowEntity = INVALID_ENTITY;
}

void CCameraController::ResetCameraTarget(const CVector3D& target)
{
	CMatrix3D orientation;
	orientation.SetIdentity();
	orientation.RotateX(DEGTORAD(m_ViewRotateXDefault));
	orientation.RotateY(DEGTORAD(m_ViewRotateYDefault));

	CVector3D delta = orientation.GetIn() * m_ViewZoomDefault;
	m_PosX.SetValue(target.X - delta.X);
	m_PosY.SetValue(target.Y - delta.Y);
	m_PosZ.SetValue(target.Z - delta.Z);
	m_RotateX.SetValue(DEGTORAD(m_ViewRotateXDefault));
	m_RotateY.SetValue(DEGTORAD(m_ViewRotateYDefault));
	m_Zoom.SetValue(m_ViewZoomDefault);

	FocusHeight(false);

	SetupCameraMatrixSmooth(&m_Camera.m_Orientation);
	m_Camera.UpdateFrustum();

	// Break out of following mode so the camera really moves to the target
	m_FollowEntity = INVALID_ENTITY;
}

void CCameraController::FollowEntity(entity_id_t entity, bool firstPerson)
{
	m_FollowEntity = entity;
	m_FollowFirstPerson = firstPerson;
}

entity_id_t CCameraController::GetFollowedEntity()
{
	return m_FollowEntity;
}

void CCameraController::SetCameraProjection()
{
	m_Camera.SetPerspectiveProjection(m_ViewNear, m_ViewFar, m_ViewFOV);
}

void CCameraController::ResetCameraAngleZoom()
{
	CCamera targetCam = m_Camera;
	SetupCameraMatrixNonSmooth(&targetCam.m_Orientation);

	// Compute the zoom adjustment to get us back to the default
	CVector3D forwards = targetCam.GetOrientation().GetIn();

	CVector3D pivot = GetSmoothPivot(targetCam);
	CVector3D delta = pivot - targetCam.GetOrientation().GetTranslation();
	float dist = delta.Dot(forwards);
	m_Zoom.AddSmoothly(m_ViewZoomDefault - dist);

	// Reset orientations to default
	m_RotateX.SetValueSmoothly(DEGTORAD(m_ViewRotateXDefault));
	m_RotateY.SetValueSmoothly(DEGTORAD(m_ViewRotateYDefault));
}

void CCameraController::SetupCameraMatrixSmooth(CMatrix3D* orientation)
{
	orientation->SetIdentity();
	orientation->RotateX(m_RotateX.GetSmoothedValue());
	orientation->RotateY(m_RotateY.GetSmoothedValue());
	orientation->Translate(m_PosX.GetSmoothedValue(), m_PosY.GetSmoothedValue(), m_PosZ.GetSmoothedValue());
}

void CCameraController::SetupCameraMatrixSmoothRot(CMatrix3D* orientation)
{
	orientation->SetIdentity();
	orientation->RotateX(m_RotateX.GetSmoothedValue());
	orientation->RotateY(m_RotateY.GetSmoothedValue());
	orientation->Translate(m_PosX.GetValue(), m_PosY.GetValue(), m_PosZ.GetValue());
}

void CCameraController::SetupCameraMatrixNonSmooth(CMatrix3D* orientation)
{
	orientation->SetIdentity();
	orientation->RotateX(m_RotateX.GetValue());
	orientation->RotateY(m_RotateY.GetValue());
	orientation->Translate(m_PosX.GetValue(), m_PosY.GetValue(), m_PosZ.GetValue());
}

void CCameraController::FocusHeight(bool smooth)
{
	/*
	The camera pivot height is moved towards ground level.
	To prevent excessive zoom when looking over a cliff,
	the target ground level is the maximum of the ground level at the camera's near and pivot points.
	The ground levels are filtered to achieve smooth camera movement.
	The filter radius is proportional to the zoom level.
	The camera height is clamped to prevent map penetration.
	*/

	if (!m_ConstrainCamera)
		return;

	CCamera targetCam = m_Camera;
	SetupCameraMatrixSmoothRot(&targetCam.m_Orientation);

	const CVector3D position = targetCam.GetOrientation().GetTranslation();
	const CVector3D forwards = targetCam.GetOrientation().GetIn();

	// horizontal view radius
	const float radius = sqrtf(forwards.X * forwards.X + forwards.Z * forwards.Z) * m_Zoom.GetSmoothedValue();
	const float near_radius = radius * m_HeightSmoothness;
	const float pivot_radius = radius * m_HeightSmoothness;

	const CVector3D nearPoint = position + forwards * m_ViewNear;
	const CVector3D pivotPoint = position + forwards * m_Zoom.GetSmoothedValue();

	const float ground = std::max(
		g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(nearPoint.X, nearPoint.Z),
		g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight);

	// filter ground levels for smooth camera movement
	const float filtered_near_ground = g_Game->GetWorld()->GetTerrain()->GetFilteredGroundLevel(nearPoint.X, nearPoint.Z, near_radius);
	const float filtered_pivot_ground = g_Game->GetWorld()->GetTerrain()->GetFilteredGroundLevel(pivotPoint.X, pivotPoint.Z, pivot_radius);

	// filtered maximum visible ground level in view
	const float filtered_ground = std::max(
		std::max(filtered_near_ground, filtered_pivot_ground),
		g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight);

	// target camera height above pivot point
	const float pivot_height = -forwards.Y * (m_Zoom.GetSmoothedValue() - m_ViewNear);

	// minimum camera height above filtered ground level
	const float min_height = (m_HeightMin + ground - filtered_ground);

	const float target_height = std::max(pivot_height, min_height);
	const float height = (nearPoint.Y - filtered_ground);
	const float diff = target_height - height;

	if (fabsf(diff) < 0.0001f)
		return;

	if (smooth)
		m_PosY.AddSmoothly(diff);
	else
		m_PosY.Add(diff);
}

InReaction CCameraController::HandleEvent(const SDL_Event_* ev)
{
	switch (ev->ev.type)
	{
	case SDL_HOTKEYPRESS:
	{
		std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
		if (hotkey == "camera.reset")
		{
			ResetCameraAngleZoom();
			return IN_HANDLED;
		}
		return IN_PASS;
	}

	case SDL_HOTKEYDOWN:
	{
		std::string hotkey = static_cast<const char*>(ev->ev.user.data1);

		// 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().
		if (hotkey == "camera.zoom.wheel.in")
		{
			m_Zoom.AddSmoothly(-m_ViewZoomSpeedWheel);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.zoom.wheel.out")
		{
			m_Zoom.AddSmoothly(m_ViewZoomSpeedWheel);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.rotate.wheel.cw")
		{
			m_RotateY.AddSmoothly(m_ViewRotateYSpeedWheel);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.rotate.wheel.ccw")
		{
			m_RotateY.AddSmoothly(-m_ViewRotateYSpeedWheel);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.scroll.speed.increase")
		{
			m_ViewScrollSpeed *= m_ViewScrollSpeedModifier;
			LOGMESSAGERENDER(g_L10n.Translate("Scroll speed increased to %.1f"), m_ViewScrollSpeed);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.scroll.speed.decrease")
		{
			m_ViewScrollSpeed /= m_ViewScrollSpeedModifier;
			LOGMESSAGERENDER(g_L10n.Translate("Scroll speed decreased to %.1f"), m_ViewScrollSpeed);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.rotate.speed.increase")
		{
			m_ViewRotateXSpeed *= m_ViewRotateSpeedModifier;
			m_ViewRotateYSpeed *= m_ViewRotateSpeedModifier;
			LOGMESSAGERENDER(g_L10n.Translate("Rotate speed increased to X=%.3f, Y=%.3f"), m_ViewRotateXSpeed, m_ViewRotateYSpeed);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.rotate.speed.decrease")
		{
			m_ViewRotateXSpeed /= m_ViewRotateSpeedModifier;
			m_ViewRotateYSpeed /= m_ViewRotateSpeedModifier;
			LOGMESSAGERENDER(g_L10n.Translate("Rotate speed decreased to X=%.3f, Y=%.3f"), m_ViewRotateXSpeed, m_ViewRotateYSpeed);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.zoom.speed.increase")
		{
			m_ViewZoomSpeed *= m_ViewZoomSpeedModifier;
			LOGMESSAGERENDER(g_L10n.Translate("Zoom speed increased to %.1f"), m_ViewZoomSpeed);
			return IN_HANDLED;
		}
		else if (hotkey == "camera.zoom.speed.decrease")
		{
			m_ViewZoomSpeed /= m_ViewZoomSpeedModifier;
			LOGMESSAGERENDER(g_L10n.Translate("Zoom speed decreased to %.1f"), m_ViewZoomSpeed);
			return IN_HANDLED;
		}
		return IN_PASS;
	}
	}

	return IN_PASS;
}