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Camera.cpp
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Camera.cpp
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#include "Camera.h"
#include <functional>
#include "ieventmanager.h"
#include "iregistry.h"
#include "GlobalCameraWndManager.h"
#include "CameraSettings.h"
#include "selection/SelectionTest.h"
namespace ui
{
namespace
{
const std::string RKEY_SELECT_EPSILON = "user/ui/selectionEpsilon";
const Matrix4 g_radiant2opengl = Matrix4::byColumns(
0, -1, 0, 0,
0, 0, 1, 0,
-1, 0, 0, 0,
0, 0, 0, 1
);
const Matrix4 g_opengl2radiant = Matrix4::byColumns(
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
);
inline Matrix4 projection_for_camera(float near_z, float far_z, float fieldOfView, int width, int height)
{
const float half_width = near_z * tan(degrees_to_radians(fieldOfView * 0.5f));
const float half_height = half_width * (static_cast<float>(height) / static_cast<float>(width));
return Matrix4::getProjectionForFrustum(
-half_width,
half_width,
-half_height,
half_height,
near_z,
far_z
);
}
}
Vector3 Camera::_prevOrigin(0,0,0);
Vector3 Camera::_prevAngles(0,0,0);
Camera::Camera(render::View& view, const Callback& queueDraw, const Callback& forceRedraw) :
_origin(_prevOrigin), // Use previous origin for camera position
_angles(_prevAngles),
_queueDraw(queueDraw),
_forceRedraw(forceRedraw),
_fieldOfView(75.0f),
width(0),
height(0),
projection(Matrix4::getIdentity()),
modelview(Matrix4::getIdentity()),
freeMoveEnabled(false),
_view(view)
{}
void Camera::updateModelview()
{
_prevAngles = _angles;
_prevOrigin = _origin;
modelview = Matrix4::getIdentity();
// roll, pitch, yaw
Vector3 radiant_eulerXYZ(0, -_angles[camera::CAMERA_PITCH], _angles[camera::CAMERA_YAW]);
modelview.translateBy(_origin);
modelview.rotateByEulerXYZDegrees(radiant_eulerXYZ);
modelview.multiplyBy(g_radiant2opengl);
modelview.invert();
updateVectors();
_view.Construct(projection, modelview, width, height);
}
void Camera::updateVectors() {
for (int i=0 ; i<3 ; i++) {
vright[i] = modelview[(i<<2)+0];
vup[i] = modelview[(i<<2)+1];
vpn[i] = modelview[(i<<2)+2];
}
}
void Camera::freemoveUpdateAxes() {
right = vright;
forward = -vpn;
}
void Camera::freeMove(int dx, int dy) {
int angleSpeed = getCameraSettings()->angleSpeed();
// free strafe mode, toggled by the keyboard modifiers
if (m_strafe) {
const float strafespeed = GlobalCamera().getCameraStrafeSpeed();
const float forwardStrafeFactor = GlobalCamera().getCameraForwardStrafeFactor();
_origin -= vright * strafespeed * dx;
if (m_strafe_forward) {
_origin += vpn * strafespeed * dy * forwardStrafeFactor;
} else {
_origin += vup * strafespeed * dy;
}
} else { // free rotation
const float dtime = 0.1f;
const float zAxisFactor = getCameraSettings()->invertMouseVerticalAxis() ? -1.0f : 1.0f;
_angles[camera::CAMERA_PITCH] += dy * dtime * angleSpeed * zAxisFactor;
_angles[camera::CAMERA_YAW] += dx * dtime * angleSpeed;
if (_angles[camera::CAMERA_PITCH] > 90)
_angles[camera::CAMERA_PITCH] = 90;
else if (_angles[camera::CAMERA_PITCH] < -90)
_angles[camera::CAMERA_PITCH] = -90;
if (_angles[camera::CAMERA_YAW] >= 360)
_angles[camera::CAMERA_YAW] -=360;
else if (_angles[camera::CAMERA_YAW] <= 0)
_angles[camera::CAMERA_YAW] +=360;
}
updateModelview();
freemoveUpdateAxes();
}
void Camera::mouseControl(int x, int y) {
int movementSpeed = getCameraSettings()->movementSpeed();
float xf, yf;
xf = (float)(x - width/2) / (width/2);
yf = (float)(y - height/2) / (height/2);
xf *= 1.0f - fabsf(yf);
if (xf < 0) {
xf += 0.1f;
if (xf > 0)
xf = 0;
} else {
xf -= 0.1f;
if (xf < 0)
xf = 0;
}
_origin += forward * (yf * 0.1f* movementSpeed);
_angles[camera::CAMERA_YAW] += xf * -0.1f * movementSpeed;
updateModelview();
}
const Vector3& Camera::getCameraOrigin() const
{
return _origin;
}
void Camera::setCameraOrigin(const Vector3& newOrigin)
{
_origin = newOrigin;
_prevOrigin = _origin;
updateModelview();
queueDraw();
GlobalCamera().movedNotify();
}
const Vector3& Camera::getCameraAngles() const
{
return _angles;
}
void Camera::setCameraAngles(const Vector3& newAngles)
{
_angles = newAngles;
_prevAngles = _angles;
updateModelview();
freemoveUpdateAxes();
queueDraw();
GlobalCamera().movedNotify();
}
const Vector3& Camera::getRightVector() const
{
return vright;
}
const Vector3& Camera::getUpVector() const
{
return vup;
}
const Vector3& Camera::getForwardVector() const
{
return vpn;
}
int Camera::getDeviceWidth() const
{
return width;
}
int Camera::getDeviceHeight() const
{
return height;
}
SelectionTestPtr Camera::createSelectionTestForPoint(const Vector2& point)
{
float selectEpsilon = registry::getValue<float>(RKEY_SELECT_EPSILON);
// Get the mouse position
Vector2 deviceEpsilon(selectEpsilon / getDeviceWidth(), selectEpsilon / getDeviceHeight());
// Copy the current view and constrain it to a small rectangle
render::View scissored(_view);
auto rect = selection::Rectangle::ConstructFromPoint(point, deviceEpsilon);
scissored.EnableScissor(rect.min[0], rect.max[0], rect.min[1], rect.max[1]);
return SelectionTestPtr(new SelectionVolume(scissored));
}
const VolumeTest& Camera::getVolumeTest() const
{
return _view;
}
void Camera::queueDraw()
{
_queueDraw();
}
void Camera::forceRedraw()
{
_forceRedraw();
}
void Camera::moveUpdateAxes() {
double ya = degrees_to_radians(_angles[camera::CAMERA_YAW]);
// the movement matrix is kept 2d
forward[0] = static_cast<float>(cos(ya));
forward[1] = static_cast<float>(sin(ya));
forward[2] = 0;
right[0] = forward[1];
right[1] = -forward[0];
}
bool Camera::farClipEnabled() const
{
return getCameraSettings()->farClipEnabled();
}
float Camera::getFarClipPlane() const
{
return (farClipEnabled()) ? pow(2.0, (getCameraSettings()->cubicScale() + 7) / 2.0) : 32768.0f;
}
void Camera::updateProjection()
{
float farClip = getFarClipPlane();
projection = projection_for_camera(farClip / 4096.0f, farClip, _fieldOfView, width, height);
_view.Construct(projection, modelview, width, height);
}
void Camera::pitchUpDiscrete()
{
Vector3 angles = getCameraAngles();
angles[camera::CAMERA_PITCH] += SPEED_TURN;
if (angles[camera::CAMERA_PITCH] > 90)
angles[camera::CAMERA_PITCH] = 90;
setCameraAngles(angles);
}
void Camera::pitchDownDiscrete()
{
Vector3 angles = getCameraAngles();
angles[camera::CAMERA_PITCH] -= SPEED_TURN;
if (angles[camera::CAMERA_PITCH] < -90)
angles[camera::CAMERA_PITCH] = -90;
setCameraAngles(angles);
}
void Camera::moveForwardDiscrete(double units)
{
moveUpdateAxes();
setCameraOrigin(getCameraOrigin() + forward * fabs(units));
}
void Camera::moveBackDiscrete(double units)
{
moveUpdateAxes();
setCameraOrigin(getCameraOrigin() + forward * (-fabs(units)));
}
void Camera::moveUpDiscrete(double units)
{
Vector3 origin = getCameraOrigin();
origin[2] += fabs(units);
setCameraOrigin(origin);
}
void Camera::moveDownDiscrete(double units)
{
Vector3 origin = getCameraOrigin();
origin[2] -= fabs(units);
setCameraOrigin(origin);
}
void Camera::moveLeftDiscrete(double units)
{
moveUpdateAxes();
setCameraOrigin(getCameraOrigin() + right * (-fabs(units)));
}
void Camera::moveRightDiscrete(double units)
{
moveUpdateAxes();
setCameraOrigin(getCameraOrigin() + right * fabs(units));
}
void Camera::rotateLeftDiscrete()
{
Vector3 angles = getCameraAngles();
angles[camera::CAMERA_YAW] += SPEED_TURN;
setCameraAngles(angles);
}
void Camera::rotateRightDiscrete()
{
Vector3 angles = getCameraAngles();
angles[camera::CAMERA_YAW] -= SPEED_TURN;
setCameraAngles(angles);
}
} // namespace