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camera.cpp
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camera.cpp
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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/camera.h"
#include "math/mMath.h"
#include "core/stream/bitStream.h"
#include "T3D/fx/cameraFXMgr.h"
#include "T3D/gameBase/gameConnection.h"
#include "math/mathIO.h"
#include "gui/worldEditor/editor.h"
#include "console/engineAPI.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "math/mathUtils.h"
#include "math/mTransform.h"
#ifdef TORQUE_EXTENDED_MOVE
#include "T3D/gameBase/extended/extendedMove.h"
#endif
S32 Camera::smExtendedMovePosRotIndex = 0; // The ExtendedMove position/rotation index used for camera movements
#define MaxPitch 1.5706f
#define CameraRadius 0.05f;
ImplementEnumType( CameraMotionMode,
"Movement behavior type for Camera.\n\n"
"@ingroup BaseCamera" )
{ Camera::StationaryMode, "Stationary", "Camera does not rotate or move." },
{ Camera::FreeRotateMode, "FreeRotate", "Camera may rotate but does not move." },
{ Camera::FlyMode, "Fly", "Camera may rotate and move freely." },
{ Camera::OrbitObjectMode, "OrbitObject", "Camera orbits about a given object. Damage flash and white out is determined by the object being orbited. See Camera::setOrbitMode() to set the orbit object and other parameters." },
{ Camera::OrbitPointMode, "OrbitPoint", "Camera orbits about a given point. See Camera::setOrbitMode() to set the orbit point and other parameters." },
{ Camera::TrackObjectMode, "TrackObject", "Camera always faces a given object. See Camera::setTrackObject() to set the object to track and a distance to remain from the object." },
{ Camera::OverheadMode, "Overhead", "Camera moves in the XY plane." },
{ Camera::EditOrbitMode, "EditOrbit", "Used by the World Editor to orbit about a point. When first activated, the camera is rotated to face the orbit point rather than move to it." }
EndImplementEnumType;
//=============================================================================
// CameraData.
//=============================================================================
// MARK: ---- CameraData ----
IMPLEMENT_CO_DATABLOCK_V1( CameraData );
ConsoleDocClass( CameraData,
"@brief A datablock that describes a camera.\n\n"
"@tsexample\n"
"datablock CameraData(Observer)\n"
"{\n"
" mode = \"Observer\";\n"
"};\n"
"@endtsexample\n"
"@see Camera\n\n"
"@ref Datablock_Networking\n"
"@ingroup BaseCamera\n"
"@ingroup Datablocks\n"
);
//-----------------------------------------------------------------------------
void CameraData::initPersistFields()
{
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void CameraData::packData(BitStream* stream)
{
Parent::packData(stream);
}
//-----------------------------------------------------------------------------
void CameraData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
//=============================================================================
// Camera.
//=============================================================================
// MARK: ---- Camera ----
IMPLEMENT_CO_NETOBJECT_V1( Camera );
ConsoleDocClass( Camera,
"@brief Represents a position, direction and field of view to render a scene from.\n\n"
"A camera is typically manipulated by a GameConnection. When set as the connection's "
"control object, the camera handles all movement actions ($mvForwardAction, $mvPitch, etc.) "
"just like a Player.\n"
"@tsexample\n"
"// Set an already created camera as the GameConnection's control object\n"
"%connection.setControlObject(%camera);\n"
"@endtsexample\n\n"
"<h3>Methods of Operation</h3>\n\n"
"The camera has two general methods of operation. The first is the standard mode where "
"the camera starts and stops its motion and rotation instantly. This is the default operation "
"of the camera and is used by most games. It may be specifically set with Camera::setFlyMode() "
"for 6 DoF motion. It is also typically the method used with Camera::setOrbitMode() or one of "
"its helper methods to orbit about a specific object (such as the Player's dead body) or a "
"specific point.\n\n"
"The second method goes under the name of Newton as it follows Newton's 2nd law of "
"motion: F=ma. This provides the camera with an ease-in and ease-out feel for both movement "
"and rotation. To activate this method for movement, either use Camera::setNewtonFlyMode() or set "
"the Camera::newtonMode field to true. To activate this method for rotation, set the Camera::newtonRotation "
"to true. This method of operation is not typically used in games, and was developed to allow "
"for a smooth fly through of a game level while recording a demo video. But with the right force "
"and drag settings, it may give a more organic feel to the camera to games that use an overhead view, "
"such as a RTS.\n\n"
"There is a third, minor method of operation but it is not generally used for games. This is when the "
"camera is used with Torque's World Editor in Edit Orbit Mode. When set, this allows the camera "
"to rotate about a specific point in the world, and move towards and away from this point. See "
"Camera::setEditOrbitMode() and Camera::setEditOrbitPoint(). While in this mode, Camera::autoFitRadius() "
"may also be used.\n\n"
"@tsexample\n"
"// Create a camera in the level and set its position to a given spawn point.\n"
"// Note: The camera starts in the standard fly mode.\n"
"%cam = new Camera() {\n"
" datablock = \"Observer\";\n"
"};\n"
"MissionCleanup.add( %cam );\n"
"%cam.setTransform( %spawnPoint.getTransform() );\n"
"@endtsexample\n\n"
"@tsexample\n"
"// Create a camera at the given spawn point for the specified\n"
"// GameConnection i.e. the client. Uses the standard\n"
"// Sim::spawnObject() function to create the camera using the\n"
"// defined default settings.\n"
"// Note: The camera starts in the standard fly mode.\n"
"function GameConnection::spawnCamera(%this, %spawnPoint)\n"
"{\n"
" // Set the control object to the default camera\n"
" if (!isObject(%this.camera))\n"
" {\n"
" if (isDefined(\"$Game::DefaultCameraClass\"))\n"
" %this.camera = spawnObject($Game::DefaultCameraClass, $Game::DefaultCameraDataBlock);\n"
" }\n"
"\n"
" // If we have a camera then set up some properties\n"
" if (isObject(%this.camera))\n"
" {\n"
" // Make sure we're cleaned up when the mission ends\n"
" MissionCleanup.add( %this.camera );\n"
"\n"
" // Make sure the camera is always in scope for the connection\n"
" %this.camera.scopeToClient(%this);\n"
"\n"
" // Send all user input from the connection to the camera\n"
" %this.setControlObject(%this.camera);\n"
"\n"
" if (isDefined(\"%spawnPoint\"))\n"
" {\n"
" // Attempt to treat %spawnPoint as an object, such as a\n"
" // SpawnSphere class.\n"
" if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))\n"
" {\n"
" %this.camera.setTransform(%spawnPoint.getTransform());\n"
" }\n"
" else\n"
" {\n"
" // Treat %spawnPoint as an AngleAxis transform\n"
" %this.camera.setTransform(%spawnPoint);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"@endtsexample\n\n"
"<h3>Motion Modes</h3>\n\n"
"Beyond the different operation methods, the Camera may be set to one of a number "
"of motion modes. These motion modes determine how the camera will respond to input "
"and may be used to constrain how the Camera moves. The CameraMotionMode enumeration "
"defines the possible set of modes and the Camera's current may be obtained by using "
"getMode().\n\n"
"Some of the motion modes may be set using specific script methods. These often provide "
"additional parameters to set up the mode in one go. Otherwise, it is always possible to "
"set a Camera's motion mode using the controlMode property. Just pass in the name of the "
"mode enum. The following table lists the motion modes, how to set them up, and what they offer:\n\n"
"<table border='1' cellpadding='1'>"
"<tr><th>Mode</th><th>Set From Script</th><th>Input Move</th><th>Input Rotate</th><th>Can Use Newton Mode?</th></tr>"
"<tr><td>Stationary</td><td>controlMode property</td><td>No</td><td>No</td><td>No</td></tr>"
"<tr><td>FreeRotate</td><td>controlMode property</td><td>No</td><td>Yes</td><td>Rotate Only</td></tr>"
"<tr><td>Fly</td><td>setFlyMode()</td><td>Yes</td><td>Yes</td><td>Yes</td></tr>"
"<tr><td>OrbitObject</td><td>setOrbitMode()</td><td>Orbits object</td><td>Points to object</td><td>Move only</td></tr>"
"<tr><td>OrbitPoint</td><td>setOrbitPoint()</td><td>Orbits point</td><td>Points to location</td><td>Move only</td></tr>"
"<tr><td>TrackObject</td><td>setTrackObject()</td><td>No</td><td>Points to object</td><td>Yes</td></tr>"
"<tr><td>Overhead</td><td>controlMode property</td><td>Yes</td><td>No</td><td>Yes</td></tr>"
"<tr><td>EditOrbit (object selected)</td><td>setEditOrbitMode()</td><td>Orbits object</td><td>Points to object</td><td>Move only</td></tr>"
"<tr><td>EditOrbit (no object)</td><td>setEditOrbitMode()</td><td>Yes</td><td>Yes</td><td>Yes</td></tr>"
"</table>\n\n"
"<h3>%Trigger Input</h3>\n\n"
"Passing a move trigger ($mvTriggerCount0, $mvTriggerCount1, etc.) on to a Camera performs "
"different actions depending on which mode the camera is in. While in Fly, Overhead or "
"EditOrbit mode, either trigger0 or trigger1 will cause a camera to move twice its normal "
"movement speed. You can see this in action within the World Editor, where holding down the "
"left mouse button while in mouse look mode (right mouse button is also down) causes the Camera "
"to move faster.\n\n"
"Passing along trigger2 will put the camera into strafe mode. While in this mode a Fly, "
"FreeRotate or Overhead Camera will not rotate from the move input. Instead the yaw motion "
"will be applied to the Camera's x motion, and the pitch motion will be applied to the Camera's "
"z motion. You can see this in action within the World Editor where holding down the middle mouse "
"button allows the user to move the camera up, down and side-to-side.\n\n"
"While the camera is operating in Newton Mode, trigger0 and trigger1 behave slightly differently. "
"Here trigger0 activates a multiplier to the applied acceleration force as defined by speedMultiplier. "
"This has the affect of making the camera move up to speed faster. trigger1 has the opposite affect "
"by acting as a brake. When trigger1 is active a multiplier is added to the Camera's drag as "
"defined by brakeMultiplier.\n\n"
"@see CameraData\n"
"@see CameraMotionMode\n"
"@see Camera::movementSpeed\n\n"
"@ingroup BaseCamera\n"
);
F32 Camera::smMovementSpeed = 40.0f;
//----------------------------------------------------------------------------
Camera::Camera()
{
mNetFlags.clear(Ghostable);
mTypeMask |= CameraObjectType;
mDataBlock = 0;
mDelta.pos = Point3F(0.0f, 0.0f, 100.0f);
mDelta.rot = Point3F(0.0f, 0.0f, 0.0f);
mDelta.posVec = mDelta.rotVec = VectorF(0.0f, 0.0f, 0.0f);
mObjToWorld.setColumn(3, mDelta.pos);
mRot = mDelta.rot;
mOffset.set(0.0f, 0.0f, 0.0f);
mMinOrbitDist = 0.0f;
mMaxOrbitDist = 0.0f;
mCurOrbitDist = 0.0f;
mOrbitObject = NULL;
mPosition.set(0.0f, 0.0f, 0.0f);
mObservingClientObject = false;
mMode = FlyMode;
mLastAbsoluteYaw = 0.0f;
mLastAbsolutePitch = 0.0f;
mLastAbsoluteRoll = 0.0f;
// For NewtonFlyMode
mNewtonRotation = false;
mAngularVelocity.set(0.0f, 0.0f, 0.0f);
mAngularForce = 100.0f;
mAngularDrag = 2.0f;
mVelocity.set(0.0f, 0.0f, 0.0f);
mNewtonMode = false;
mMass = 10.0f;
mDrag = 2.0;
mFlyForce = 500.0f;
mSpeedMultiplier = 2.0f;
mBrakeMultiplier = 2.0f;
// For EditOrbitMode
mValidEditOrbitPoint = false;
mEditOrbitPoint.set(0.0f, 0.0f, 0.0f);
mCurrentEditOrbitDist = 2.0;
mLocked = false;
}
//----------------------------------------------------------------------------
Camera::~Camera()
{
}
//----------------------------------------------------------------------------
bool Camera::onAdd()
{
if(!Parent::onAdd() || !mDataBlock)
return false;
mObjBox.maxExtents = mObjScale;
mObjBox.minExtents = mObjScale;
mObjBox.minExtents.neg();
resetWorldBox();
addToScene();
scriptOnAdd();
return true;
}
//----------------------------------------------------------------------------
void Camera::onRemove()
{
scriptOnRemove();
removeFromScene();
Parent::onRemove();
}
//----------------------------------------------------------------------------
bool Camera::onNewDataBlock( GameBaseData *dptr, bool reload )
{
mDataBlock = dynamic_cast<CameraData*>(dptr);
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
scriptOnNewDataBlock();
return true;
}
//----------------------------------------------------------------------------
void Camera::onEditorEnable()
{
mNetFlags.set(Ghostable);
}
//----------------------------------------------------------------------------
void Camera::onEditorDisable()
{
mNetFlags.clear(Ghostable);
}
//----------------------------------------------------------------------------
// check if the object needs to be observed through its own camera...
void Camera::getCameraTransform(F32* pos, MatrixF* mat)
{
// The camera doesn't support a third person mode,
// so we want to override the default ShapeBase behavior.
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->getCameraTransform(pos, mat);
else
getRenderEyeTransform(mat);
// Apply Camera FX.
mat->mul( gCamFXMgr.getTrans() );
}
void Camera::getEyeCameraTransform(IDisplayDevice *displayDevice, U32 eyeId, MatrixF *outMat)
{
// The camera doesn't support a third person mode,
// so we want to override the default ShapeBase behavior.
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->getEyeCameraTransform(displayDevice, eyeId, outMat);
else
{
Parent::getEyeCameraTransform(displayDevice, eyeId, outMat);
}
}
//----------------------------------------------------------------------------
F32 Camera::getCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getCameraFov());
else
return(Parent::getCameraFov());
}
//----------------------------------------------------------------------------
F32 Camera::getDefaultCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getDefaultCameraFov());
else
return(Parent::getDefaultCameraFov());
}
//----------------------------------------------------------------------------
bool Camera::isValidCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->isValidCameraFov(fov));
else
return(Parent::isValidCameraFov(fov));
}
//----------------------------------------------------------------------------
void Camera::setCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->setCameraFov(fov);
else
Parent::setCameraFov(fov);
}
//----------------------------------------------------------------------------
void clampPitchAngle(F32 &pitch)
{
// Clamp pitch to +/-MaxPitch, but allow pitch=PI as it is used by some editor
// views (bottom, front, right)
if ((pitch > MaxPitch) && !mIsEqual(pitch, M_PI_F, 0.001f))
pitch = MaxPitch;
else if (pitch < -MaxPitch)
pitch = -MaxPitch;
}
//----------------------------------------------------------------------------
void Camera::processTick(const Move* move)
{
Parent::processTick(move);
if ( isMounted() )
{
// Update SceneContainer.
updateContainer();
return;
}
Point3F vec,pos;
if (move)
{
bool strafeMode = move->trigger[2];
// If using editor then force camera into fly mode, unless using EditOrbitMode
if(gEditingMission && mMode != FlyMode && mMode != EditOrbitMode)
setFlyMode();
// Massage the mode if we're in EditOrbitMode
CameraMotionMode virtualMode = mMode;
if(mMode == EditOrbitMode)
{
if(!mValidEditOrbitPoint)
{
virtualMode = FlyMode;
}
else
{
// Reset any Newton camera velocities for when we switch
// out of EditOrbitMode.
mNewtonRotation = false;
mVelocity.set(0.0f, 0.0f, 0.0f);
mAngularVelocity.set(0.0f, 0.0f, 0.0f);
}
}
// Update orientation
mDelta.rotVec = mRot;
VectorF rotVec(0, 0, 0);
bool doStandardMove = true;
#ifdef TORQUE_EXTENDED_MOVE
GameConnection* con = getControllingClient();
// Work with an absolute rotation from the ExtendedMove class?
if(con && con->getControlSchemeAbsoluteRotation())
{
doStandardMove = false;
const ExtendedMove* emove = dynamic_cast<const ExtendedMove*>(move);
U32 emoveIndex = smExtendedMovePosRotIndex;
if(emoveIndex >= ExtendedMove::MaxPositionsRotations)
emoveIndex = 0;
if(emove->EulerBasedRotation[emoveIndex])
{
if(virtualMode != StationaryMode &&
virtualMode != TrackObjectMode &&
(!mLocked || virtualMode != OrbitObjectMode && virtualMode != OrbitPointMode))
{
// Pitch
mRot.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch);
// Do we also include the relative pitch value?
if(con->getControlSchemeAddPitchToAbsRot() && !strafeMode)
{
F32 x = move->pitch;
if (x > M_PI_F)
x -= M_2PI_F;
mRot.x += x;
}
// Constrain the range of mRot.x
while (mRot.x < -M_PI_F)
mRot.x += M_2PI_F;
while (mRot.x > M_PI_F)
mRot.x -= M_2PI_F;
// Yaw
mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw);
// Do we also include the relative yaw value?
if(con->getControlSchemeAddYawToAbsRot() && !strafeMode)
{
F32 z = move->yaw;
if (z > M_PI_F)
z -= M_2PI_F;
mRot.z += z;
}
// Constrain the range of mRot.z
while (mRot.z < -M_PI_F)
mRot.z += M_2PI_F;
while (mRot.z > M_PI_F)
mRot.z -= M_2PI_F;
mLastAbsoluteYaw = emove->rotZ[emoveIndex];
mLastAbsolutePitch = emove->rotX[emoveIndex];
mLastAbsoluteRoll = emove->rotY[emoveIndex];
// Bank
mRot.y = emove->rotY[emoveIndex];
// Constrain the range of mRot.y
while (mRot.y > M_PI_F)
mRot.y -= M_2PI_F;
}
}
}
#endif
if(doStandardMove)
{
// process input/determine rotation vector
if(virtualMode != StationaryMode &&
virtualMode != TrackObjectMode &&
(!mLocked || ((virtualMode != OrbitObjectMode) && (virtualMode != OrbitPointMode))))
{
if(!strafeMode)
{
rotVec.x = move->pitch;
rotVec.z = move->yaw;
}
}
else if(virtualMode == TrackObjectMode && bool(mOrbitObject))
{
// orient the camera to face the object
Point3F objPos;
// If this is a shapebase, use its render eye transform
// to avoid jittering.
ShapeBase *shape = dynamic_cast<ShapeBase*>((GameBase*)mOrbitObject);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
objPos = ret.getPosition();
}
else
{
mOrbitObject->getWorldBox().getCenter(&objPos);
}
mObjToWorld.getColumn(3,&pos);
vec = objPos - pos;
vec.normalizeSafe();
F32 pitch, yaw;
MathUtils::getAnglesFromVector(vec, yaw, pitch);
rotVec.x = -pitch - mRot.x;
rotVec.z = yaw - mRot.z;
if(rotVec.z > M_PI_F)
rotVec.z -= M_2PI_F;
else if(rotVec.z < -M_PI_F)
rotVec.z += M_2PI_F;
}
// apply rotation vector according to physics rules
if(mNewtonRotation)
{
const F32 force = mAngularForce;
const F32 drag = mAngularDrag;
VectorF acc(0.0f, 0.0f, 0.0f);
rotVec.x *= 2.0f; // Assume that our -2PI to 2PI range was clamped to -PI to PI in script
rotVec.z *= 2.0f; // Assume that our -2PI to 2PI range was clamped to -PI to PI in script
F32 rotVecL = rotVec.len();
if(rotVecL > 0)
{
acc = (rotVec * force / mMass) * TickSec;
}
// Accelerate
mAngularVelocity += acc;
// Drag
mAngularVelocity -= mAngularVelocity * drag * TickSec;
// Rotate
mRot += mAngularVelocity * TickSec;
clampPitchAngle(mRot.x);
}
else
{
mRot.x += rotVec.x;
mRot.z += rotVec.z;
clampPitchAngle(mRot.x);
}
}
// Update position
VectorF posVec(0, 0, 0);
bool mustValidateEyePoint = false;
bool serverInterpolate = false;
// process input/determine translation vector
if(virtualMode == OrbitObjectMode || virtualMode == OrbitPointMode)
{
pos = mDelta.pos;
if(virtualMode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
posVec = (mPosition + mOffset) - pos;
mustValidateEyePoint = true;
serverInterpolate = mNewtonMode;
}
else if(virtualMode == EditOrbitMode && mValidEditOrbitPoint)
{
bool faster = move->trigger[0] || move->trigger[1];
F32 scale = smMovementSpeed * (faster + 1);
mCurrentEditOrbitDist -= move->y * TickSec * scale;
mCurrentEditOrbitDist -= move->roll * TickSec * scale; // roll will be -Pi to Pi and we'll attempt to scale it here to be in line with the move->y calculation above
if(mCurrentEditOrbitDist < 0.0f)
mCurrentEditOrbitDist = 0.0f;
mPosition = mEditOrbitPoint;
_setPosition(mPosition, mRot);
_calcEditOrbitPoint(&mObjToWorld, mRot);
pos = mPosition;
}
else if(virtualMode == FlyMode)
{
bool faster = move->trigger[0] || move->trigger[1];
F32 scale = smMovementSpeed * (faster + 1);
mObjToWorld.getColumn(3,&pos);
mObjToWorld.getColumn(0,&vec);
posVec = vec * move->x * TickSec * scale + vec * (strafeMode ? move->yaw * 2.0f * TickSec * scale : 0.0f);
mObjToWorld.getColumn(1,&vec);
posVec += vec * move->y * TickSec * scale + vec * move->roll * TickSec * scale;
mObjToWorld.getColumn(2,&vec);
posVec += vec * move->z * TickSec * scale - vec * (strafeMode ? move->pitch * 2.0f * TickSec * scale : 0.0f);
}
else if(virtualMode == OverheadMode)
{
bool faster = move->trigger[0] || move->trigger[1];
F32 scale = smMovementSpeed * (faster + 1);
mObjToWorld.getColumn(3,&pos);
mObjToWorld.getColumn(0,&vec);
vec.z = 0;
vec.normalizeSafe();
vec = vec * move->x * TickSec * scale + (strafeMode ? vec * move->yaw * 2.0f * TickSec * scale : Point3F(0, 0, 0));
posVec = vec;
mObjToWorld.getColumn(1,&vec);
vec.z = 0;
if (vec.isZero())
{
mObjToWorld.getColumn(2,&vec);
vec.z = 0;
}
vec.normalizeSafe();
vec = vec * move->y * TickSec * scale - (strafeMode ? vec * move->pitch * 2.0f * TickSec * scale : Point3F(0, 0, 0));
posVec += vec;
posVec.z += move->z * TickSec * scale + move->roll * TickSec * scale;
}
else // ignore input
{
mObjToWorld.getColumn(3,&pos);
}
// apply translation vector according to physics rules
mDelta.posVec = pos;
if(mNewtonMode)
{
bool faster = move->trigger[0];
bool brake = move->trigger[1];
const F32 movementSpeedMultiplier = smMovementSpeed / 40.0f; // Using the starting value as the base
const F32 force = faster ? mFlyForce * movementSpeedMultiplier * mSpeedMultiplier : mFlyForce * movementSpeedMultiplier;
const F32 drag = brake ? mDrag * mBrakeMultiplier : mDrag;
VectorF acc(0.0f, 0.0f, 0.0f);
F32 posVecL = posVec.len();
if(posVecL > 0)
{
acc = (posVec * force / mMass) * TickSec;
}
// Accelerate
mVelocity += acc;
// Drag
mVelocity -= mVelocity * drag * TickSec;
// Move
pos += mVelocity * TickSec;
}
else
{
pos += posVec;
}
_setPosition(pos,mRot);
// If on the client, calc delta for backstepping
if (serverInterpolate || isClientObject())
{
mDelta.pos = pos;
mDelta.rot = mRot;
mDelta.posVec = mDelta.posVec - mDelta.pos;
mDelta.rotVec = mDelta.rotVec - mDelta.rot;
for(U32 i=0; i<3; ++i)
{
if (mDelta.rotVec[i] > M_PI_F)
mDelta.rotVec[i] -= M_2PI_F;
else if (mDelta.rotVec[i] < -M_PI_F)
mDelta.rotVec[i] += M_2PI_F;
}
}
if(mustValidateEyePoint)
_validateEyePoint(1.0f, &mObjToWorld);
setMaskBits(MoveMask);
}
// Need to calculate the orbit position for the editor so the camera position
// doesn't change when switching between orbit and other camera modes
if (isServerObject() && (mMode == EditOrbitMode && mValidEditOrbitPoint))
_calcEditOrbitPoint(&mObjToWorld, mRot);
if(getControllingClient() && mContainer)
updateContainer();
}
//----------------------------------------------------------------------------
void Camera::onDeleteNotify( SimObject* obj )
{
if( obj == mOrbitObject )
{
mOrbitObject = NULL;
if( mMode == OrbitObjectMode )
mMode = OrbitPointMode;
}
Parent::onDeleteNotify( obj );
}
//----------------------------------------------------------------------------
void Camera::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
if ( isMounted() )
return;
Point3F rot = mDelta.rot + mDelta.rotVec * dt;
if((mMode == OrbitObjectMode || mMode == OrbitPointMode) && !mNewtonMode)
{
if(mMode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
_setRenderPosition( mPosition + mOffset, rot );
_validateEyePoint( 1.0f, &mRenderObjToWorld );
}
else if(mMode == EditOrbitMode && mValidEditOrbitPoint)
{
mPosition = mEditOrbitPoint;
_setRenderPosition(mPosition, rot);
_calcEditOrbitPoint(&mRenderObjToWorld, rot);
}
else if(mMode == TrackObjectMode && bool(mOrbitObject) && !mNewtonRotation)
{
// orient the camera to face the object
Point3F objPos;
// If this is a shapebase, use its render eye transform
// to avoid jittering.
ShapeBase *shape = dynamic_cast<ShapeBase*>((GameBase*)mOrbitObject);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
objPos = ret.getPosition();
}
else
{
mOrbitObject->getWorldBox().getCenter(&objPos);
}
Point3F pos = mDelta.pos + mDelta.posVec * dt;
Point3F vec = objPos - pos;
vec.normalizeSafe();
F32 pitch, yaw;
MathUtils::getAnglesFromVector(vec, yaw, pitch);
rot.x = -pitch;
rot.z = yaw;
_setRenderPosition(pos, rot);
}
else
{
Point3F pos = mDelta.pos + mDelta.posVec * dt;
_setRenderPosition(pos,rot);
if(mMode == OrbitObjectMode || mMode == OrbitPointMode)
_validateEyePoint(1.0f, &mRenderObjToWorld);
}
}
//----------------------------------------------------------------------------
void Camera::_setPosition(const Point3F& pos, const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0.0f, 0.0f));
zRot.set(EulerF(0.0f, 0.0f, rot.z));
MatrixF temp;
if(mDataBlock && mDataBlock->cameraCanBank)
{
// Take rot.y into account to bank the camera
MatrixF imat;
imat.mul(zRot, xRot);
MatrixF ymat;
ymat.set(EulerF(0.0f, rot.y, 0.0f));
temp.mul(imat, ymat);
}
else
{
temp.mul(zRot, xRot);
}
temp.setColumn(3, pos);
Parent::setTransform(temp);
mRot = rot;
}
//----------------------------------------------------------------------------
void Camera::setRotation(const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0.0f, 0.0f));
zRot.set(EulerF(0.0f, 0.0f, rot.z));
MatrixF temp;
if(mDataBlock && mDataBlock->cameraCanBank)
{
// Take rot.y into account to bank the camera
MatrixF imat;
imat.mul(zRot, xRot);
MatrixF ymat;
ymat.set(EulerF(0.0f, rot.y, 0.0f));
temp.mul(imat, ymat);
}
else
{
temp.mul(zRot, xRot);
}
temp.setColumn(3, getPosition());
Parent::setTransform(temp);
mRot = rot;
}
//----------------------------------------------------------------------------
void Camera::_setRenderPosition(const Point3F& pos,const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
MatrixF temp;
// mDataBlock may not be defined yet as this method is called during
// SceneObject::onAdd().
if(mDataBlock && mDataBlock->cameraCanBank)
{
// Take rot.y into account to bank the camera
MatrixF imat;
imat.mul(zRot, xRot);
MatrixF ymat;
ymat.set(EulerF(0.0f, rot.y, 0.0f));
temp.mul(imat, ymat);
}
else
{
temp.mul(zRot, xRot);
}
temp.setColumn(3, pos);
Parent::setRenderTransform(temp);
}
//----------------------------------------------------------------------------
void Camera::writePacketData(GameConnection *connection, BitStream *bstream)
{
// Update client regardless of status flags.
Parent::writePacketData(connection, bstream);
Point3F pos;
mObjToWorld.getColumn(3,&pos);
bstream->setCompressionPoint(pos);
mathWrite(*bstream, pos);
bstream->write(mRot.x);
if(mDataBlock && bstream->writeFlag(mDataBlock->cameraCanBank))
{
// Include mRot.y to allow for camera banking
bstream->write(mRot.y);
}
bstream->write(mRot.z);