]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/cameracontroller.cpp
Rename the project to R²C²
[r2c2.git] / source / designer / cameracontroller.cpp
index fb16bb862911f00988c0c88809fd99b481f103db..6b98f3dba1bb32cda7aed57acc4bad688ce42a02 100644 (file)
@@ -1,6 +1,6 @@
 /* $Id$
 
-This file is part of the MSP Märklin suite
+This file is part of R²C²
 Copyright © 2010 Mikkosoft Productions, Mikko Rasa
 Distributed under the GPL
 */
@@ -8,51 +8,175 @@ Distributed under the GPL
 #include <cmath>
 #include <msp/input/keys.h>
 #include "cameracontroller.h"
+#include "designer.h"
 
 using namespace std;
 using namespace Msp;
+using namespace R2C2;
 
-CameraController::CameraController(Graphics::Window &w, GL::Camera &c):
-       window(w),
+CameraController::CameraController(Designer &d, Graphics::EventSource &es, GL::Camera &c):
+       designer(d),
+       event_source(es),
        camera(c),
        move_x(0),
        move_y(0),
-       zoom(0),
-       rotate(0),
-       pitch(0)
+       drag_mode(NONE)
 {
-       window.signal_key_press.connect(sigc::mem_fun(this, &CameraController::key_press));
-       window.signal_key_release.connect(sigc::mem_fun(this, &CameraController::key_release));
+       event_source.signal_button_press.connect(sigc::mem_fun(this, &CameraController::button_press));
+       event_source.signal_button_release.connect(sigc::mem_fun(this, &CameraController::button_release));
+       event_source.signal_pointer_motion.connect(sigc::mem_fun(this, &CameraController::pointer_motion));
+       event_source.signal_key_press.connect(sigc::mem_fun(this, &CameraController::key_press));
+       event_source.signal_key_release.connect(sigc::mem_fun(this, &CameraController::key_release));
 }
 
-void CameraController::tick(float dt)
+void CameraController::top_down()
+{
+       const GL::Vector3 &look = camera.get_look_direction();
+       float xy_len = sqrt(look.x*look.x+look.y*look.y);
+       set_look_direction(GL::Vector3(look.x*0.01/xy_len, look.y*0.01/xy_len, -0.99995));
+}
+
+void CameraController::set_look_direction(const GL::Vector3 &look)
+{
+       GL::Vector3 focus = get_focus();
+       float dist = get_distance();
+       camera.set_look_direction(look);
+       camera.set_position(GL::Vector3(focus.x-look.x*dist, focus.y-look.y*dist, focus.z-look.z*dist));
+}
+
+void CameraController::view_all()
+{
+       Point minp;
+       Point maxp;
+
+       const Layout3D::TrackMap &tracks = designer.get_layout_3d().get_tracks();
+       for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+       {
+               Point tmin;
+               Point tmax;
+               i->second->get_bounds(0, tmin, tmax);
+               minp.x = min(minp.x, tmin.x);
+               minp.y = min(minp.y, tmin.y);
+               maxp.x = max(maxp.x, tmax.x);
+               maxp.y = max(maxp.y, tmax.y);
+       }
+
+       float t = tan(camera.get_field_of_view()/2)*2;
+       float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
+       float dist = size/t+size*0.25;
+       GL::Vector3 center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
+       const GL::Vector3 &look = camera.get_look_direction();
+       camera.set_position(GL::Vector3(center.x-look.x*dist, center.y-look.y*dist, center.z-look.z*dist));
+}
+
+void CameraController::move(float x, float y)
+{
+       const GL::Vector3 &pos = camera.get_position();
+       const GL::Vector3 &look = camera.get_look_direction();
+       float xy_len = sqrt(look.x*look.x+look.y*look.y);
+       float dx = (look.x*y+look.y*x)/xy_len;
+       float dy = (look.y*y-look.x*x)/xy_len;
+       camera.set_position(GL::Vector3(pos.x+dx, pos.y+dy, pos.z));
+}
+
+void CameraController::adjust_distance(float delta)
+{
+       const GL::Vector3 &pos = camera.get_position();
+       const GL::Vector3 &look = camera.get_look_direction();
+       float dist = get_distance();
+       float low = designer.get_layout().get_catalogue().get_gauge()*5;
+       if(dist+delta<low)
+               delta = low-dist;
+       camera.set_position(GL::Vector3(pos.x-look.x*delta, pos.y-look.y*delta, pos.z-look.z*delta));
+       dist += delta;
+       camera.set_depth_clip(dist*0.02, dist*50);
+}
+
+void CameraController::rotate(float angle)
 {
-       if(!move_x && !move_y && !zoom && !rotate && !pitch)
-               return;
+       GL::Vector3 look = camera.get_look_direction();
+       float c = cos(angle);
+       float s = sin(angle);
+       set_look_direction(GL::Vector3(look.x*c-look.y*s, look.x*s+look.y*c, look.z));
+}
 
-       GL::Vector3 pos = camera.get_position();
+void CameraController::pitch(float angle)
+{
        GL::Vector3 look = camera.get_look_direction();
        float xy_len = sqrt(look.x*look.x+look.y*look.y);
-       GL::Vector3 look_xy(look.x/xy_len, look.y/xy_len, 0);
-       GL::Vector3 ground(pos.x-look.x*pos.z/look.z, pos.y-look.y*pos.z/look.z, 0);
+       float c = cos(angle);
+       float s = sin(angle);
+       if(xy_len*c-look.z*s<0.01)
+               top_down();
+       else if(xy_len*s+look.z*c>-0.01)
+               set_look_direction(GL::Vector3(look.x*0.99995/xy_len, look.y*0.99995/xy_len, -0.01));
+       else
+       {
+               float xy_scale = (xy_len*c-look.z*s)/xy_len;
+               set_look_direction(GL::Vector3(look.x*xy_scale, look.y*xy_scale, xy_len*s+look.z*c));
+       }
+}
+
+void CameraController::tick(float dt)
+{
+       if(move_x || move_y)
+       {
+               float scale = get_view_scale()*dt;
+               move(move_x*scale, move_y*scale);
+       }
+}
+
+void CameraController::button_press(int x, int y, unsigned btn, unsigned mod)
+{
+       mod = Input::mod_from_sys(mod);
+       if(btn==2 || btn==3)
+       {
+               if(mod&Input::MOD_CONTROL)
+                       drag_mode = DISTANCE;
+               else
+                       drag_mode = ((btn==2)==((mod&Input::MOD_SHIFT)!=0) ? ROTATE : PAN);
 
-       if(rotate || pitch)
+               pointer_x = x;
+               pointer_y = y;
+       }
+       else if(btn==4)
+       {
+               adjust_distance(-get_distance()*0.1);
+       }
+       else if(btn==5)
        {
-               float speed = -3*dt*xy_len*pos.z/look.z;
-               pos.x += (look_xy.y*rotate - look_xy.x*look.z*pitch)*speed;
-               pos.y += (-look_xy.x*rotate - look_xy.y*look.z*pitch)*speed;
-               pos.z += xy_len*pitch*speed;
-               camera.set_position(pos);
-               camera.look_at(ground);
+               adjust_distance(get_distance()*0.1);
        }
+}
+
+void CameraController::button_release(int, int, unsigned btn, unsigned)
+{
+       if(btn==2 || btn==3)
+               drag_mode = NONE;
+}
 
-       if(move_x || move_y || zoom)
+void CameraController::pointer_motion(int x, int y)
+{
+       if(drag_mode!=NONE)
        {
-               float zoom_speed = -zoom*pos.z/look.z;
-               pos.x += (look_xy.x*move_y + look_xy.y*move_x + look.x*zoom_speed)*dt;
-               pos.y += (look_xy.y*move_y - look_xy.x*move_x + look.y*zoom_speed)*dt;
-               pos.z += look.z*dt*zoom_speed;
-               camera.set_position(pos);
+               int dx = x-pointer_x;
+               int dy = y-pointer_y;
+
+               if(drag_mode==PAN)
+               {
+                       float scale = get_view_scale()/event_source.get_height();
+                       move(-dx*scale, dy*scale);
+               }
+               else if(drag_mode==ROTATE)
+               {
+                       rotate(-dx*M_PI*2/event_source.get_width());
+                       pitch(-dy*M_PI/event_source.get_height());
+               }
+               else if(drag_mode==DISTANCE)
+                       adjust_distance(dy*3*get_distance()/event_source.get_height());
+
+               pointer_x = x;
+               pointer_y = y;
        }
 }
 
@@ -61,25 +185,17 @@ void CameraController::key_press(unsigned code, unsigned, wchar_t)
        unsigned key = Msp::Input::key_from_sys(code);
 
        if(key==Msp::Input::KEY_RIGHT)
-               rotate = -1;
+               move_x = 1;
        else if(key==Msp::Input::KEY_LEFT)
-               rotate = 1;
+               move_x = -1;
        else if(key==Msp::Input::KEY_UP)
                move_y = 1;
        else if(key==Msp::Input::KEY_DOWN)
                move_y = -1;
-       else if(key==Msp::Input::KEY_INSERT)
-               zoom = -1;
-       else if(key==Msp::Input::KEY_PGUP)
-               zoom = 1;
        else if(key==Msp::Input::KEY_HOME)
-               pitch = 1;
-       else if(key==Msp::Input::KEY_END)
-               pitch = -1;
-       else if(key==Msp::Input::KEY_DELETE)
-               move_x = -1;
-       else if(key==Msp::Input::KEY_PGDN)
-               move_x = 1;
+               view_all();
+       else if(key==Msp::Input::KEY_INSERT)
+               top_down();
 }
 
 void CameraController::key_release(unsigned code, unsigned)
@@ -87,13 +203,26 @@ void CameraController::key_release(unsigned code, unsigned)
        unsigned key = Msp::Input::key_from_sys(code);
 
        if(key==Msp::Input::KEY_RIGHT || key==Msp::Input::KEY_LEFT)
-               rotate = 0;
+               move_x = 0;
        else if(key==Msp::Input::KEY_UP || key==Msp::Input::KEY_DOWN)
                move_y = 0;
-       else if(key==Msp::Input::KEY_INSERT || key==Msp::Input::KEY_PGUP)
-               zoom = 0;
-       else if(key==Msp::Input::KEY_HOME || key==Msp::Input::KEY_END)
-               pitch = 0;
-       else if(key==Msp::Input::KEY_DELETE || key==Msp::Input::KEY_PGDN)
-               move_x = 0;
+}
+
+GL::Vector3 CameraController::get_focus() const
+{
+       const GL::Vector3 &pos = camera.get_position();
+       const GL::Vector3 &look = camera.get_look_direction();
+       float dist = get_distance();
+       return GL::Vector3(pos.x+look.x*dist, pos.y+look.y*dist, pos.z+look.z*dist);
+}
+
+float CameraController::get_distance() const
+{
+       return -camera.get_position().z/camera.get_look_direction().z;
+}
+
+float CameraController::get_view_scale() const
+{
+       float t = tan(camera.get_field_of_view()/2)*2;
+       return get_distance()*t;
 }