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#include "StdAfx.h"
#include <SDL_keysym.h>
#include "mmgr.h"
#include "TWController.h"
#include "ConfigHandler.h"
#include "Game/Camera.h"
#include "LogOutput.h"
#include "Map/Ground.h"
#include "Game/UI/MouseHandler.h"
#include "GlobalUnsynced.h"
#include <boost/cstdint.hpp>
extern boost::uint8_t *keys;
CTWController::CTWController()
{
scrollSpeed = configHandler->Get("TWScrollSpeed",10) * 0.1f;
enabled = !!configHandler->Get("TWEnabled",1);
fov = configHandler->Get("TWFOV", 45.0f);
}
void CTWController::KeyMove(float3 move)
{
float3 flatForward=camera->forward;
flatForward.y=0;
flatForward.ANormalize();
move*=sqrt(move.z)*200;
pos+=(flatForward*move.y+camera->right*move.x)*scrollSpeed;
}
void CTWController::MouseMove(float3 move)
{
float dist=-camera->rot.x*1500;
float pixelsize=camera->GetTanHalfFov()*2/gu->viewSizeY*dist*2;
move*=(1+keys[SDLK_LSHIFT]*3)*pixelsize;
float3 flatForward=camera->forward;
flatForward.y=0;
flatForward.ANormalize();
pos+=-(flatForward*move.y-camera->right*move.x)*scrollSpeed;
}
void CTWController::ScreenEdgeMove(float3 move)
{
if(mouse->lasty<gu->viewSizeY/3){
camera->rot.y-=move.x*gu->lastFrameTime*0.5f*200;
move.x=0;
}
KeyMove(move);
}
void CTWController::MouseWheelMove(float move)
{
camera->rot.x-=move*0.001f;
}
void CTWController::Update()
{
}
float3 CTWController::GetPos()
{
if(pos.x<0.01f)
pos.x=0.01f;
if(pos.z<0.01f)
pos.z=0.01f;
if(pos.x>(gs->mapx)*SQUARE_SIZE-0.01f)
pos.x=(gs->mapx)*SQUARE_SIZE-0.01f;
if(pos.z>(gs->mapy)*SQUARE_SIZE-0.01f)
pos.z=(gs->mapy)*SQUARE_SIZE-0.01f;
if(camera->rot.x>-0.1f)
camera->rot.x=-0.1f;
if(camera->rot.x<-PI*0.4f)
camera->rot.x=-PI*0.4f;
pos.y=ground->GetHeight(pos.x,pos.z);
float3 dir;
dir.x=(float)(sin(camera->rot.y)*cos(camera->rot.x));
dir.y=(float)(sin(camera->rot.x));
dir.z=(float)(cos(camera->rot.y)*cos(camera->rot.x));
dir.ANormalize();
float dist=-camera->rot.x*1500;
float3 cpos=pos-dir*dist;
if(cpos.y<ground->GetHeight(cpos.x,cpos.z)+5)
cpos.y=ground->GetHeight(cpos.x,cpos.z)+5;
return cpos;
}
float3 CTWController::GetDir()
{
float3 dir;
dir.x=(float)(sin(camera->rot.y)*cos(camera->rot.x));
dir.y=(float)(sin(camera->rot.x));
dir.z=(float)(cos(camera->rot.y)*cos(camera->rot.x));
dir.ANormalize();
return dir;
}
float3 CTWController::SwitchFrom() const
{
return pos;
}
void CTWController::SwitchTo(bool showText)
{
if (showText) {
logOutput.Print("Switching to Total War style camera");
}
}
void CTWController::GetState(StateMap& sm) const
{
sm["px"] = pos.x;
sm["py"] = pos.y;
sm["pz"] = pos.z;
sm["rx"] = camera->rot.x;
sm["ry"] = camera->rot.y;
sm["rz"] = camera->rot.z;
}
bool CTWController::SetState(const StateMap& sm)
{
SetStateFloat(sm, "px", pos.x);
SetStateFloat(sm, "py", pos.y);
SetStateFloat(sm, "pz", pos.z);
SetStateFloat(sm, "rx", camera->rot.x);
SetStateFloat(sm, "ry", camera->rot.y);
SetStateFloat(sm, "rz", camera->rot.z);
return true;
}
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