File: CameraController.cpp

package info (click to toggle)
spring 0.81.2.1%2Bdfsg1-6
  • links: PTS, VCS
  • area: main
  • in suites: squeeze
  • size: 28,496 kB
  • ctags: 37,096
  • sloc: cpp: 238,659; ansic: 13,784; java: 12,175; awk: 3,428; python: 1,159; xml: 738; perl: 405; sh: 297; makefile: 267; pascal: 228; objc: 192
file content (68 lines) | stat: -rw-r--r-- 1,626 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
#include "StdAfx.h"
#include "mmgr.h"

#include "CameraController.h"

#include "ConfigHandler.h"


CCameraController::CCameraController() : pos(2000, 70, 1800)
{
	// switchVal:
	// * 1.0 = 0 degree  = overview
	// * 0.0 = 90 degree = first person
	switchVal = configHandler->Get("UseDistToGroundForIcons", 0.95f);
	mouseScale = configHandler->Get("FPSMouseScale", 0.01f);
	scrollSpeed = 1;
	fov = 45.0f;
	enabled = true;
}


CCameraController::~CCameraController(void)
{
}


bool CCameraController::SetStateBool(const StateMap& sm,
                                     const std::string& name, bool& var)
{
	StateMap::const_iterator it = sm.find(name);
	if (it != sm.end()) {
		const float value = it->second;
		var = (value > 0.0f);
		return true;
	}
	return false;
}


bool CCameraController::SetStateFloat(const StateMap& sm,
                                      const std::string& name, float& var)
{
	StateMap::const_iterator it = sm.find(name);
	if (it != sm.end()) {
		const float value = it->second;
		var = value;
		return true;
	}
	return false;
}

// Uses distance to ground for large angles (near 90 degree),
// and distance to unit for flat angles (near 0 degree),
// when comparing the camera direction to the map surface,
// assuming the map is flat.
bool CCameraController::GetUseDistToGroundForIcons() {

	const float3& dir     = GetDir().UnsafeNormalize();
	const float dot       = std::min(1.0f, std::max(0.0f, fabs(dir.dot(UpVector))));

	if (dot < switchVal) {
		// flat angle (typical for first person camera)
		return false;
	} else {
		// steep angle (typical for overhead camera)
		return true;
	}
}