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Adapt event handlers to library changes
[r2c2.git] / source / designer / cameracontroller.cpp
1 #include <cmath>
2 #include <msp/input/keys.h>
3 #include "3d/layout.h"
4 #include "cameracontroller.h"
5
6 using namespace std;
7 using namespace Msp;
8 using namespace R2C2;
9
10 CameraController::CameraController(View3D &v, Input::Keyboard &k, Input::Mouse &m):
11         view(v),
12         keyboard(k),
13         mouse(m),
14         camera(view.get_camera()),
15         move_x(0),
16         move_y(0),
17         shift_pressed(false),
18         ctrl_pressed(false),
19         drag_mode(NONE)
20 {
21         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_press), false));
22         mouse.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_release), false));
23         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::axis_motion), false));
24         keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_press), false));
25         keyboard.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_release), false));
26 }
27
28 void CameraController::top_down()
29 {
30         const GL::Vector3 &look = camera.get_look_direction();
31         float xy_len = sqrt(look.x*look.x+look.y*look.y);
32         set_look_direction(GL::Vector3(look.x*0.01/xy_len, look.y*0.01/xy_len, -0.99995));
33 }
34
35 void CameraController::set_look_direction(const GL::Vector3 &look)
36 {
37         GL::Vector3 focus = get_focus();
38         float dist = get_distance();
39         camera.set_look_direction(look);
40         camera.set_position(GL::Vector3(focus.x-look.x*dist, focus.y-look.y*dist, focus.z-look.z*dist));
41 }
42
43 void CameraController::view_all()
44 {
45         view.view_all();
46 }
47
48 void CameraController::move(float x, float y)
49 {
50         const GL::Vector3 &pos = camera.get_position();
51         const GL::Vector3 &look = camera.get_look_direction();
52         float xy_len = sqrt(look.x*look.x+look.y*look.y);
53         float dx = (look.x*y+look.y*x)/xy_len;
54         float dy = (look.y*y-look.x*x)/xy_len;
55         camera.set_position(GL::Vector3(pos.x+dx, pos.y+dy, pos.z));
56 }
57
58 void CameraController::adjust_distance(float delta)
59 {
60         const GL::Vector3 &pos = camera.get_position();
61         const GL::Vector3 &look = camera.get_look_direction();
62         float dist = get_distance();
63         float low = view.get_layout().get_layout().get_catalogue().get_gauge()*5;
64         if(dist+delta<low)
65                 delta = low-dist;
66         camera.set_position(GL::Vector3(pos.x-look.x*delta, pos.y-look.y*delta, pos.z-look.z*delta));
67         dist += delta;
68         camera.set_depth_clip(dist*0.02, dist*50);
69 }
70
71 void CameraController::rotate(float angle)
72 {
73         GL::Vector3 look = camera.get_look_direction();
74         float c = cos(angle);
75         float s = sin(angle);
76         set_look_direction(GL::Vector3(look.x*c-look.y*s, look.x*s+look.y*c, look.z));
77 }
78
79 void CameraController::pitch(float angle)
80 {
81         GL::Vector3 look = camera.get_look_direction();
82         float xy_len = sqrt(look.x*look.x+look.y*look.y);
83         float c = cos(angle);
84         float s = sin(angle);
85         if(xy_len*c-look.z*s<0.01)
86                 top_down();
87         else if(xy_len*s+look.z*c>-0.01)
88                 set_look_direction(GL::Vector3(look.x*0.99995/xy_len, look.y*0.99995/xy_len, -0.01));
89         else
90         {
91                 float xy_scale = (xy_len*c-look.z*s)/xy_len;
92                 set_look_direction(GL::Vector3(look.x*xy_scale, look.y*xy_scale, xy_len*s+look.z*c));
93         }
94 }
95
96 void CameraController::tick(float dt)
97 {
98         if(move_x || move_y)
99         {
100                 float scale = get_view_scale()*dt;
101                 move(move_x*scale, move_y*scale);
102         }
103 }
104
105 void CameraController::button_press(unsigned btn)
106 {
107         if(btn==2 || btn==3)
108         {
109                 if(ctrl_pressed)
110                         drag_mode = DISTANCE;
111                 else
112                         drag_mode = ((btn==2)==shift_pressed ? ROTATE : PAN);
113         }
114         else if(btn==4)
115         {
116                 adjust_distance(-get_distance()*0.1);
117         }
118         else if(btn==5)
119         {
120                 adjust_distance(get_distance()*0.1);
121         }
122 }
123
124 void CameraController::button_release(unsigned btn)
125 {
126         if(btn==2 || btn==3)
127                 drag_mode = NONE;
128 }
129
130 void CameraController::axis_motion(unsigned axis, float, float change)
131 {
132         if(drag_mode==PAN)
133         {
134                 float dx = (axis==0 ? change : 0);
135                 float dy = (axis==1 ? change : 0);
136                 float scale = get_view_scale();
137                 move(-dx*scale, -dy*scale);
138         }
139         else if(drag_mode==ROTATE)
140         {
141                 if(axis==0)
142                         rotate(-change*M_PI);
143                 else if(axis==1)
144                         pitch(change*M_PI/2);
145         }
146         else if(drag_mode==DISTANCE && axis==1)
147                 adjust_distance(-change*3*get_distance());
148 }
149
150 void CameraController::key_press(unsigned key)
151 {
152         if(key==Msp::Input::KEY_RIGHT)
153                 move_x = 1;
154         else if(key==Msp::Input::KEY_LEFT)
155                 move_x = -1;
156         else if(key==Msp::Input::KEY_UP)
157                 move_y = 1;
158         else if(key==Msp::Input::KEY_DOWN)
159                 move_y = -1;
160         else if(key==Msp::Input::KEY_HOME)
161                 view_all();
162         else if(key==Msp::Input::KEY_INSERT)
163                 top_down();
164         else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
165                 shift_pressed = true;
166         else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
167                 ctrl_pressed = true;
168 }
169
170 void CameraController::key_release(unsigned key)
171 {
172         if(key==Msp::Input::KEY_RIGHT || key==Msp::Input::KEY_LEFT)
173                 move_x = 0;
174         else if(key==Msp::Input::KEY_UP || key==Msp::Input::KEY_DOWN)
175                 move_y = 0;
176         else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
177                 shift_pressed = false;
178         else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
179                 ctrl_pressed = false;
180 }
181
182 GL::Vector3 CameraController::get_focus() const
183 {
184         const GL::Vector3 &pos = camera.get_position();
185         const GL::Vector3 &look = camera.get_look_direction();
186         float dist = get_distance();
187         return GL::Vector3(pos.x+look.x*dist, pos.y+look.y*dist, pos.z+look.z*dist);
188 }
189
190 float CameraController::get_distance() const
191 {
192         return -camera.get_position().z/camera.get_look_direction().z;
193 }
194
195 float CameraController::get_view_scale() const
196 {
197         float t = tan(camera.get_field_of_view()/2)*2;
198         return get_distance()*t;
199 }