]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/cameracontroller.cpp
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[r2c2.git] / source / designer / cameracontroller.cpp
index fb16bb862911f00988c0c88809fd99b481f103db..7b7e5f1339672d0dac127d8a5931a76d6f54ef57 100644 (file)
-/* $Id$
-
-This file is part of the MSP Märklin suite
-Copyright © 2010 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
 #include <cmath>
 #include <msp/input/keys.h>
+#include "3d/layout.h"
 #include "cameracontroller.h"
 
 using namespace std;
 using namespace Msp;
+using namespace R2C2;
 
-CameraController::CameraController(Graphics::Window &w, GL::Camera &c):
-       window(w),
-       camera(c),
+CameraController::CameraController(View3D &v, Input::Keyboard &k, Input::Mouse &m):
+       view(v),
+       keyboard(k),
+       mouse(m),
+       camera(view.get_camera()),
        move_x(0),
        move_y(0),
-       zoom(0),
-       rotate(0),
-       pitch(0)
+       shift_pressed(false),
+       ctrl_pressed(false),
+       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));
+       mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_press), false));
+       mouse.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_release), false));
+       mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::axis_motion), false));
+       keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_press), false));
+       keyboard.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_release), false));
 }
 
-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(focus-look*dist);
+}
+
+void CameraController::view_all()
+{
+       view.view_all();
+}
+
+void CameraController::move(float x, float y)
+{
+       const GL::Vector3 &pos = camera.get_position();
+       const GL::Vector3 &look = camera.get_look_direction();
+       GL::Vector3 fwd_dir = normalize(GL::Vector3(look.x, look.y, 0));
+       GL::Vector3 right_dir = cross(fwd_dir, GL::Vector3(0, 0, 1));
+       camera.set_position(pos+fwd_dir*y+right_dir*x);
+}
+
+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();
+       // XXX This should probably depend on the layout contents in some way
+       float low = 0.1;
+       if(dist+delta<low)
+               delta = low-dist;
+       camera.set_position(pos-look*delta);
+       dist += delta;
+       camera.set_depth_clip(dist*0.02, dist*50);
+}
+
+void CameraController::rotate(const Angle &angle)
 {
-       if(!move_x && !move_y && !zoom && !rotate && !pitch)
-               return;
+       GL::Vector3 look = camera.get_look_direction();
+       set_look_direction(rotated_vector(look, angle));
+}
 
-       GL::Vector3 pos = camera.get_position();
+void CameraController::pitch(const Angle &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));
+       }
+}
 
-       if(rotate || pitch)
+void CameraController::tick(float dt)
+{
+       if(move_x || move_y)
        {
-               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);
+               float scale = get_view_scale()*dt;
+               move(move_x*scale, move_y*scale);
        }
+}
 
-       if(move_x || move_y || zoom)
+void CameraController::button_press(unsigned btn)
+{
+       if(btn==2 || btn==3)
+       {
+               if(ctrl_pressed)
+                       drag_mode = DISTANCE;
+               else
+                       drag_mode = ((btn==2)==shift_pressed ? ROTATE : PAN);
+       }
+       else if(btn==4)
+       {
+               adjust_distance(-get_distance()*0.1);
+       }
+       else if(btn==5)
        {
-               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);
+               adjust_distance(get_distance()*0.1);
        }
 }
 
-void CameraController::key_press(unsigned code, unsigned, wchar_t)
+void CameraController::button_release(unsigned btn)
 {
-       unsigned key = Msp::Input::key_from_sys(code);
+       if(btn==2 || btn==3)
+               drag_mode = NONE;
+}
 
+void CameraController::axis_motion(unsigned axis, float, float change)
+{
+       if(drag_mode==PAN)
+       {
+               float dx = (axis==0 ? change : 0);
+               float dy = (axis==1 ? change : 0);
+               float scale = get_view_scale();
+               move(-dx*scale, -dy*scale);
+       }
+       else if(drag_mode==ROTATE)
+       {
+               if(axis==0)
+                       rotate(Angle::from_turns(-change/2));
+               else if(axis==1)
+                       pitch(Angle::from_turns(change/4));
+       }
+       else if(drag_mode==DISTANCE && axis==1)
+               adjust_distance(-change*3*get_distance());
+}
+
+void CameraController::key_press(unsigned key)
+{
        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();
+       else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
+               shift_pressed = true;
+       else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
+               ctrl_pressed = true;
 }
 
-void CameraController::key_release(unsigned code, unsigned)
+void CameraController::key_release(unsigned key)
 {
-       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;
+       else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
+               shift_pressed = false;
+       else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
+               ctrl_pressed = false;
+}
+
+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()/2.0f)*2.0f;
+       return get_distance()*t;
 }