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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <boost/cstdint.hpp>
#include <SDL_keysym.h>
#include "System/mmgr.h"
#include "TWController.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Game/UI/MouseHandler.h"
#include "Rendering/GlobalRendering.h"
#include "System/Config/ConfigHandler.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
#include "System/Input/KeyInput.h"
CONFIG(int, TWScrollSpeed).defaultValue(10);
CONFIG(bool, TWEnabled).defaultValue(true);
CONFIG(float, TWFOV).defaultValue(45.0f);
CTWController::CTWController()
{
scrollSpeed = configHandler->GetInt("TWScrollSpeed") * 0.1f;
enabled = configHandler->GetBool("TWEnabled");
fov = configHandler->GetFloat("TWFOV");
}
void CTWController::KeyMove(float3 move)
{
float3 flatForward=camera->forward;
flatForward.y=0;
flatForward.ANormalize();
move *= sqrt(move.z) * 200;
pos += (camera->right * move.x + flatForward * move.y) * scrollSpeed;
}
void CTWController::MouseMove(float3 move)
{
move *= (1 + keyInput->GetKeyState(SDLK_LSHIFT) * 3) * pixelSize;
float3 flatForward = camera->forward;
flatForward.y = 0;
flatForward.ANormalize();
pos += (camera->right * move.x - flatForward * move.y) * scrollSpeed;
}
void CTWController::ScreenEdgeMove(float3 move)
{
if(mouse->lasty<globalRendering->viewSizeY/3){
camera->rot.y-=move.x*globalRendering->lastFrameTime*0.5f*200;
move.x=0;
}
KeyMove(move);
}
void CTWController::MouseWheelMove(float move)
{
camera->rot.x-=move*0.001f;
}
void CTWController::Update()
{
pixelSize = (camera->GetTanHalfFov() * 2.0f) / globalRendering->viewSizeY * (-camera->rot.x * 1500) * 2.0f;
}
float3 CTWController::GetPos()
{
pos.x = Clamp(pos.x, 0.01f, gs->mapx*SQUARE_SIZE-0.01f);
pos.z = Clamp(pos.z, 0.01f, gs->mapy*SQUARE_SIZE-0.01f);
pos.y = ground->GetHeightAboveWater(pos.x, pos.z, false);
camera->rot.x = Clamp(camera->rot.x, -PI*0.4f, -0.1f);
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->GetHeightAboveWater(cpos.x, cpos.z, false) + 5)
cpos.y = ground->GetHeightAboveWater(cpos.x, cpos.z, false) + 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) {
LOG("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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