-/* $Id$
-
-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();
+ float low = view.get_layout().get_layout().get_catalogue().get_gauge()*5;
+ 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;
}