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;
}
|