]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/cameracontroller.cpp
Strip Id tags and copyright notices from files
[r2c2.git] / source / designer / cameracontroller.cpp
index 97703206588b038c1b6ad862f0dd78d4f1f8f4a7..b1fa64b54c35c500ffcccd52d2a1b9ca64c53782 100644 (file)
@@ -1,23 +1,16 @@
-/* $Id$
-
-This file is part of R²C²
-Copyright © 2010 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
 #include <cmath>
 #include <msp/input/keys.h>
+#include "3d/layout.h"
 #include "cameracontroller.h"
-#include "designer.h"
 
 using namespace std;
 using namespace Msp;
 using namespace R2C2;
 
-CameraController::CameraController(Designer &d, Graphics::EventSource &es, GL::Camera &c):
-       designer(d),
+CameraController::CameraController(View3D &v, Graphics::EventSource &es):
+       view(v),
        event_source(es),
-       camera(c),
+       camera(view.get_camera()),
        move_x(0),
        move_y(0),
        drag_mode(NONE)
@@ -46,27 +39,7 @@ void CameraController::set_look_direction(const GL::Vector3 &look)
 
 void CameraController::view_all()
 {
-       Vector minp;
-       Vector maxp;
-
-       const Layout3D::TrackMap &tracks = designer.get_layout_3d().get_tracks();
-       for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-       {
-               Vector tmin;
-               Vector 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));
+       view.view_all();
 }
 
 void CameraController::move(float x, float y)
@@ -84,7 +57,7 @@ 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;
+       float low = view.get_layout().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));