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/* Copyright (C) 2023 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 "JSInterface_GameView.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "graphics/Terrain.h"
#include "maths/FixedVector3D.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "ps/CLogger.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/Object.h"
#include "simulation2/helpers/Position.h"
namespace JSI_GameView
{
#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME) \
bool Get##NAME##Enabled() \
{ \
if (!g_Game || !g_Game->GetView()) \
{ \
LOGERROR("Trying to get a setting from GameView when it's not initialized!"); \
return false; \
} \
return g_Game->GetView()->Get##NAME##Enabled(); \
} \
\
void Set##NAME##Enabled(bool Enabled) \
{ \
if (!g_Game || !g_Game->GetView()) \
{ \
LOGERROR("Trying to set a setting of GameView when it's not initialized!"); \
return; \
} \
g_Game->GetView()->Set##NAME##Enabled(Enabled); \
}
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Culling);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(LockCullCamera);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(ConstrainCamera);
#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
ScriptFunction::Register<&Get##NAME##Enabled>(rq, "GameView_Get" #NAME "Enabled"); \
ScriptFunction::Register<&Set##NAME##Enabled>(rq, "GameView_Set" #NAME "Enabled");
void RegisterScriptFunctions_Settings(const ScriptRequest& rq)
{
REGISTER_BOOLEAN_SCRIPT_SETTING(Culling);
REGISTER_BOOLEAN_SCRIPT_SETTING(LockCullCamera);
REGISTER_BOOLEAN_SCRIPT_SETTING(ConstrainCamera);
}
#undef REGISTER_BOOLEAN_SCRIPT_SETTING
JS::Value GetCameraRotation(const ScriptRequest& rq)
{
if (!g_Game || !g_Game->GetView())
return JS::UndefinedValue();
const CVector3D rotation = g_Game->GetView()->GetCameraRotation();
JS::RootedValue val(rq.cx);
Script::CreateObject(rq, &val, "x", rotation.X, "y", rotation.Y);
return val;
}
JS::Value GetCameraZoom()
{
if (!g_Game || !g_Game->GetView())
return JS::UndefinedValue();
return JS::NumberValue(g_Game->GetView()->GetCameraZoom());
}
JS::Value GetCameraPivot(const ScriptRequest& rq)
{
if (!g_Game || !g_Game->GetView())
return JS::UndefinedValue();
const CVector3D pivot = g_Game->GetView()->GetCameraPivot();
JS::RootedValue pivotValue(rq.cx);
Script::CreateObject(rq, &pivotValue, "x", pivot.X, "z", pivot.Z);
return pivotValue;
}
JS::Value GetCameraPosition(const ScriptRequest& rq)
{
if (!g_Game || !g_Game->GetView())
return JS::UndefinedValue();
const CVector3D position = g_Game->GetView()->GetCameraPosition();
JS::RootedValue positionValue(rq.cx);
Script::CreateObject(rq, &positionValue, "x", position.X, "y", position.Y, "z", position.Z);
return positionValue;
}
/**
* Move camera to a 2D location.
*/
void CameraMoveTo(entity_pos_t x, entity_pos_t z)
{
if (!g_Game || !g_Game->GetWorld() || !g_Game->GetView())
return;
const CTerrain& terrain = g_Game->GetWorld()->GetTerrain();
CVector3D target;
target.X = x.ToFloat();
target.Z = z.ToFloat();
target.Y = terrain.GetExactGroundLevel(target.X, target.Z);
g_Game->GetView()->MoveCameraTarget(target);
}
/**
* Set the camera to look at the given location.
*/
void SetCameraTarget(float x, float y, float z)
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->MoveCameraTarget(CVector3D(x, y, z));
}
/**
* Set the data (position, orientation and zoom) of the camera.
*/
void SetCameraData(entity_pos_t x, entity_pos_t y, entity_pos_t z, entity_pos_t rotx, entity_pos_t roty, entity_pos_t zoom)
{
if (!g_Game || !g_Game->GetView())
return;
CVector3D pos(x.ToFloat(), y.ToFloat(), z.ToFloat());
g_Game->GetView()->SetCamera(pos, rotx.ToFloat(), roty.ToFloat(), zoom.ToFloat());
}
/**
* Start / stop camera following mode.
* @param entityid unit id to follow. If zero, stop following mode
*/
void CameraFollow(entity_id_t entityid)
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->FollowEntity(entityid, false);
}
/**
* Start / stop first-person camera following mode.
* @param entityid unit id to follow. If zero, stop following mode.
*/
void CameraFollowFPS(entity_id_t entityid)
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->FollowEntity(entityid, true);
}
entity_id_t GetFollowedEntity()
{
if (!g_Game || !g_Game->GetView())
return INVALID_ENTITY;
return g_Game->GetView()->GetFollowedEntity();
}
CFixedVector3D GetTerrainAtScreenPoint(int x, int y)
{
CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true);
return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z));
}
void RegisterScriptFunctions(const ScriptRequest& rq)
{
RegisterScriptFunctions_Settings(rq);
ScriptFunction::Register<&GetCameraRotation>(rq, "GetCameraRotation");
ScriptFunction::Register<&GetCameraZoom>(rq, "GetCameraZoom");
ScriptFunction::Register<&GetCameraPivot>(rq, "GetCameraPivot");
ScriptFunction::Register<&GetCameraPosition>(rq, "GetCameraPosition");
ScriptFunction::Register<&CameraMoveTo>(rq, "CameraMoveTo");
ScriptFunction::Register<&SetCameraTarget>(rq, "SetCameraTarget");
ScriptFunction::Register<&SetCameraData>(rq, "SetCameraData");
ScriptFunction::Register<&CameraFollow>(rq, "CameraFollow");
ScriptFunction::Register<&CameraFollowFPS>(rq, "CameraFollowFPS");
ScriptFunction::Register<&GetFollowedEntity>(rq, "GetFollowedEntity");
ScriptFunction::Register<&GetTerrainAtScreenPoint>(rq, "GetTerrainAtScreenPoint");
}
}
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