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/* $Id: TerrainView.cpp,v 1.56 2003/03/20 19:39:51 mrq Exp $
**
** Ark - Libraries, Tools & Programs for MMORPG developpements.
** Copyright (C) 1999-2000 The Contributors of the ArkRPG Project
** Please see the file "AUTHORS" for a list of contributors
**
** This program 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.
**
** This program 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 this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef WIN32
#include <windows.h>
#endif
#include <sstream>
#include <math.h>
#include <Client/GLClient.h>
#include <Client/TerrainView.h>
#include <Client/MessageView.h>
namespace Client
{
class CameraControl
{
Ark::Camera m_Camera;
scalar m_RotX, m_RotXSpeed;
scalar m_RotY, m_RotYSpeed;
scalar m_Distance;
Ark::Quaternion m_TargetRotation;
bool m_LockCharacter;
public:
CameraControl()
{
m_Camera.m_PointOfView = Ark::Vector3();
m_Camera.m_LookAt = Ark::Vector3(128.f, 5.f, 128.f);
m_Camera.m_FOV = 60.0f;
m_RotXSpeed = 0.f;
m_RotYSpeed = 0.f;
m_RotX = 20.f;
m_RotY = -105.f;
m_Distance = 8.f;
m_LockCharacter = true;
}
// return true if handled
bool HandleMouseButton(bool down, int b, int x, int y)
{
if (!down)
return false;
if (b == 4)
{
m_Distance *= 1.1f;
return true;
}
if (b == 5)
{
m_Distance /= 1.1f;
return true;
}
return false;
}
bool HandleMouseMotion (int state, int x, int y)
{
return false;
}
bool HandleKeyPress (bool down, int mods, int key)
{
if (down)
{
switch (key)
{
case SDLK_PAGEUP:
{
m_RotXSpeed = 60.f;
return true;
}
case SDLK_PAGEDOWN:
{
m_RotXSpeed = -60.f;
return true;
}
}
}
else
{
switch (key)
{
// Lock camera on character
case SDLK_BACKQUOTE:
// case SDLK_BACKSPACE:
case SDLK_TAB:
{
m_LockCharacter = !m_LockCharacter;
return true;
}
case SDLK_PAGEUP:
{
m_RotXSpeed = 0.f;
return true;
}
case SDLK_PAGEDOWN:
{
m_RotXSpeed = 0.f;
return true;
}
}
}
return false;
}
inline void SetRotationXSpeed(scalar s) { m_RotXSpeed = s; }
inline void SetRotationYSpeed(scalar s) { m_RotYSpeed = s; }
inline void SetDistance(scalar d) { m_Distance = d; }
inline void SetTargetRotation(const Ark::Quaternion& q)
{ m_TargetRotation = q; }
// Constant reference, take a copy if you want to modify state
const Ark::Camera& Update(const Ark::ModelState* state, scalar deltaTime)
{
m_RotY += m_RotYSpeed * deltaTime;
m_RotX += m_RotXSpeed * deltaTime;
/// Clamp scale..
m_Distance = std::min (32.0f, std::max (m_Distance, 4.0f));
/// Clamp X rotation
m_RotX = std::min (89.0f, std::max(m_RotX, -10.0f));
/// =============================================================
/// Compute look at position...
Ark::Vector3 lookAt;
if (state)
{
const Ark::Vector3& position = state->m_Position;
Ark::BBox bb = state->ExtractBbox();
lookAt.X = position.X;
lookAt.Y = position.Y + (bb.m_Max.Y - bb.m_Min.Y)/2.0f;
lookAt.Z = position.Z;
}
else
{
lookAt = Ark::Vector3(128.0f, 5.0f, 128.0f);
}
/// Compute point of view..
Ark::Vector3 pointofview;
Ark::Matrix44 m;
if (state && m_LockCharacter)
{
pointofview = Ark::Vector3(-1.0f, 0.0f, 0.0f);
m.MakeRotationZ(-m_RotX);
pointofview = m.Transform (pointofview);
m_TargetRotation = state->m_Rotation;
pointofview = m_TargetRotation.Transform(pointofview);
}
else
{
pointofview = Ark::Vector3(0.0f, 0.0f, -1.0f);
m.MakeRotationX(m_RotX);
pointofview = m.Transform (pointofview);
m.MakeRotationY(m_RotY);
pointofview = m.Transform (pointofview);
}
// Sets distance and move to look at
// Note: this is only valid for a trackball camera
pointofview.Scale(m_Distance);
pointofview += lookAt;
// Update camera
Ark::CameraInstantChange l(lookAt);
Ark::CameraInstantChange p(pointofview);
m_Camera.Move(l, p);
return m_Camera;
}
};
TerrainView::TerrainView (UIRenderer *ui, Client *client)
{
m_Camera = new CameraControl();
m_Client = client;
m_LastMousePositionCheck = false;
m_PlayerRotYSpeed = 0.0;
m_PlayerRotY = -105.0;
m_PlayerSpeed = 0.0;
m_FrameCounter = 0;
m_FPS = 0;
m_ScreenX = 0.5f;
m_ScreenY = 0.5f;
m_MessageView = new MessageView(ui);
}
TerrainView:: ~TerrainView ()
{
delete m_MessageView;
delete m_Camera;
}
Ark::Vector3
UnProject (scalar sX, scalar sY, scalar mz,
Ark::Matrix44 invmat)
{
Ark::Vector3 R = invmat.Transform(Ark::Vector3 (sX, sY, mz));
scalar w = (sX * invmat.M(0,3) +
sY * invmat.M(1,3) +
mz * invmat.M(2,3) +
invmat.M(3,3));
R.Scale (1.0f/w);
return R;
}
void
TerrainView::ComputeScreenCoordinates()
{
GLClient *client = (GLClient*) m_Client;
int mx, my;
SDL_GetMouseState (&mx, &my);
if (mx < 0 || my < 0 || mx > client->m_Width || my > client->m_Height)
return;
// Invert y, because of OGL coord system
m_ScreenX = scalar(mx) / client->m_Width;
m_ScreenY = 1.f - scalar(my) / client->m_Height;
}
void
TerrainView::TraceMousePosition(Ark::Renderer& renderer, const Ark::Vector3 &pov)
{
m_LastMousePositionCheck = false;
//Ark::Matrix44 projmat, modelmat;
//glGetFloatv (GL_PROJECTION_MATRIX, &projmat.M(0,0));
//glGetFloatv (GL_MODELVIEW_MATRIX, &modelmat.M(0,0));
Ark::Matrix44 modelmat(renderer.GetViewMatrix());
modelmat.Multiply(renderer.GetProjectionMatrix());
modelmat.Invert();
const scalar sX = 2.0f * m_ScreenX - 1.0f;
const scalar sY = 2.0f * m_ScreenY - 1.0f;
Ark::Vector3 lookat = UnProject (sX, sY, 1.0f, modelmat);
Ark::Vector3 dir = lookat - pov;
dir.Scale (10000.0f);
lookat = pov + dir;
std::vector<Ark::Collision> collisions;
m_Client->GetWorld()->RayTrace (Ark::Ray(pov, lookat),
Ark::Collision::POSITION |
Ark::Collision::ENTITY |
Ark::Collision::WORLD,
collisions);
if (!collisions.empty())
{
m_LastHit = collisions[0];
m_LastMousePosition = m_LastHit.m_Pos;
m_LastMousePositionCheck = true;
}
}
void
TerrainView::Render (UIRenderer *ui)
{
GLClient *client = (GLClient*) m_Client;
Ark::Renderer& renderer = *ui->Rdr();
renderer.SetViewport (0, 0, client->m_Width, client->m_Height);
const scalar dt = m_Timer.GetDelta();
m_Timer.Update();
m_PlayerRotY += m_PlayerRotYSpeed * dt;
ComputeScreenCoordinates();
// FIXME should be done in camera control
scalar rotationYspeed = 0.f;
const scalar xMinThreshold = 0.1f;
const scalar xMaxThreshold = 1.f - xMinThreshold;
if (m_ScreenX < xMinThreshold)
{
rotationYspeed = -100.f * (1.f - m_ScreenX/xMinThreshold);
}
else if (xMaxThreshold < m_ScreenX)
{
rotationYspeed = 100.f * (m_ScreenX-xMaxThreshold)/(1.f-xMaxThreshold);
}
m_Camera->SetRotationYSpeed(rotationYspeed);
// Move player
Ark::ModelState* modelState = 0;
if (m_Client->GetPlayer())
{
m_Client->GetPlayer()->m_Flags &= ~Ark::Entity::PATHFINDING; // TRO
modelState = &m_Client->GetPlayer()->m_MState;
Ark::Vector3& position = modelState->m_Position;
Ark::Quaternion q(0.0, m_PlayerRotY, 0.0);
modelState->m_Rotation = q;
position += q.Transform(Ark::Vector3(m_PlayerSpeed*dt, 0.0, 0.0));
}
// Update camera
Ark::Camera camera = m_Camera->Update(modelState, dt);
if (m_Client->GetWorld())
{
//Ark::Timer timer;
m_Client->GetWorld()->Render(renderer, camera);
TraceMousePosition(renderer, camera.m_PointOfView);
}
else
{
m_LastMousePositionCheck = false;
}
//-------------- FPS COUNTER
renderer.SetIdentity();
Ark::FontPtr fp = ui->GetFont ("arial1-1-ffffff");
Ark::String str;
if (m_FrameCounter == 30)
{
m_FrameCounter = 0;
m_FPS = 30.0f / m_FrameTimer.GetDelta();
m_FrameTimer.Update();
}
else
m_FrameCounter++;
{
std::ostringstream os;
os << (int)m_FPS << " fps";
str = os.str();
}
int ypos = client->m_Height - ui->GetStringHeight (fp.Get(), str);
int xpos = 5;
ui->DrawString (fp.Get(), str, xpos, ypos);
{
std::ostringstream os;
os << "x: " << (int) m_Client->GetPlayer()->m_MState.m_Position.X;
os << " y: " << (int) m_Client->GetPlayer()->m_MState.m_Position.Y;
os << " z: " << (int) m_Client->GetPlayer()->m_MState.m_Position.Z;
str = os.str();
}
xpos = client->m_Width - ui->GetStringWidth (fp.Get(), str) - 5;
ui->DrawString (fp.Get(), str, xpos, ypos);
if (m_LastHit.m_Flags & Ark::Collision::ENTITY)
{
ypos -= ui->GetStringHeight (fp.Get(), m_LastHit.m_Entity->m_Name);
ui->DrawString (fp.Get(), m_LastHit.m_Entity->m_Name, 5, ypos);
}
if (m_Client->GetPlayer())
m_MessageView->Render (ui, m_Client->GetPlayer());
}
void
TerrainView::HandleMButton (bool down, int b, int x, int y)
{
if (m_MessageView->HandleMButton(down, b, x, y))
return;
if (m_Camera->HandleMouseButton(down, b, x, y))
return;
if (down && b == 1 && m_LastMousePositionCheck)
{
if (m_LastHit.m_Flags & Ark::Collision::WORLD)
{
//m_Client->GetPlayer()->SetGoal(m_LastMousePosition);
// FIXME: hack !!!
//m_Client->GetPlayer()->m_MState.Play
// (Ark::ModelState::LOOP, "walk");
}
else if (m_LastHit.m_Flags & Ark::Collision::ENTITY)
{
if (m_LastHit.m_Entity != m_Client->GetPlayer())
m_Client->GetPlayer()->AddMessage
(m_LastHit.m_Entity, "MOUSEHIT");
else
{
// display an inventory, or something
}
}
}
}
void
TerrainView::HandleKey (bool down, int mods, int key)
{
if (m_Camera->HandleKeyPress(down, mods, key))
return;
if (down)
{
switch (key)
{
case SDLK_LEFT:
m_PlayerRotYSpeed = 90.0;
if (m_PlayerSpeed == 0.0) // not walking
m_Client->GetPlayer()->m_MState.Play
(Ark::ModelState::LOOP, "rotate-left");
break;
case SDLK_RIGHT:
m_PlayerRotYSpeed = -90.0;
if (m_PlayerSpeed == 0.0) // not walking
m_Client->GetPlayer()->m_MState.Play
(Ark::ModelState::LOOP, "rotate-right");
break;
case SDLK_UP:
m_Client->GetPlayer()->m_MState.Play
(Ark::ModelState::LOOP, "walk");
m_PlayerSpeed = 1.5;
break;
case SDLK_F11:
m_Client->GetCache()->Dump();
}
}
else
{
switch (key)
{
case SDLK_LEFT:
case SDLK_RIGHT:
if (m_PlayerSpeed == 0.0)
m_Client->GetPlayer()->m_MState.Play
(Ark::ModelState::LOOP, "idle");
m_PlayerRotYSpeed = 0.0;
break;
case SDLK_UP:
m_Client->GetPlayer()->m_MState.Play
(Ark::ModelState::LOOP, "idle");
m_PlayerSpeed = 0.0;
break;
}
}
}
void
TerrainView::HandleMotion (int state, int x, int y)
{
// do not check return value because we do nothing here
m_Camera->HandleMouseMotion(state,x,y);
}
}
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