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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FPSController.h"
#include "Game/Camera.h"
#include "Game/GlobalUnsynced.h"
#include "Map/Ground.h"
#include "Map/ReadMap.h"
#include "System/Config/ConfigHandler.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
using std::min;
using std::max;
CONFIG(int, FPSScrollSpeed).defaultValue(10);
CONFIG(float, FPSMouseScale).defaultValue(0.01f);
CONFIG(bool, FPSEnabled).defaultValue(true);
CONFIG(float, FPSFOV).defaultValue(45.0f);
CFPSController::CFPSController()
: oldHeight(300)
{
scrollSpeed = configHandler->GetInt("FPSScrollSpeed") * 0.1f;
mouseScale = configHandler->GetFloat("FPSMouseScale");
enabled = configHandler->GetBool("FPSEnabled");
fov = configHandler->GetFloat("FPSFOV");
dir = camera->GetDir();
Update();
}
void CFPSController::KeyMove(float3 move)
{
move *= move.z * 400;
pos += (camera->GetDir() * move.y + camera->GetRight() * move.x) * scrollSpeed;
Update();
}
void CFPSController::MouseMove(float3 move)
{
camera->SetRotY(camera->GetRot().y + mouseScale * move.x);
camera->SetRotX(Clamp(camera->GetRot().x + mouseScale * move.y * move.z, 0.01f, PI * 0.99f));
dir = camera->GetDir();
Update();
}
void CFPSController::ScreenEdgeMove(float3 move)
{
KeyMove(move);
}
void CFPSController::MouseWheelMove(float move)
{
pos += (camera->GetUp() * move);
Update();
}
void CFPSController::Update()
{
if (!gu->fpsMode) {
const float margin = 0.01f;
const float xMin = margin;
const float zMin = margin;
const float xMax = (float)(mapDims.mapx * SQUARE_SIZE) - margin;
const float zMax = (float)(mapDims.mapy * SQUARE_SIZE) - margin;
pos.x = Clamp(pos.x, xMin, xMax);
pos.z = Clamp(pos.z, zMin, zMax);
const float gndHeight = CGround::GetHeightAboveWater(pos.x, pos.z, false);
const float yMin = gndHeight + 5.0f;
const float yMax = 9000.0f;
pos.y = Clamp(pos.y, yMin, yMax);
oldHeight = pos.y - gndHeight;
}
}
void CFPSController::SetPos(const float3& newPos)
{
CCameraController::SetPos(newPos);
if (!gu->fpsMode) {
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false) + oldHeight;
}
Update();
}
void CFPSController::SetDir(const float3& newDir)
{
dir = newDir;
Update();
}
float3 CFPSController::SwitchFrom() const
{
return pos;
}
void CFPSController::SwitchTo(const int oldCam, const bool showText)
{
if (showText) {
LOG("Switching to FPS style camera");
}
}
void CFPSController::GetState(StateMap& sm) const
{
CCameraController::GetState(sm);
sm["oldHeight"] = oldHeight;
}
bool CFPSController::SetState(const StateMap& sm)
{
CCameraController::SetState(sm);
SetStateFloat(sm, "oldHeight", oldHeight);
return true;
}
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