-/* $Id$
-
-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),
- event_source(es),
- 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),
+ shift_pressed(false),
+ ctrl_pressed(false),
drag_mode(NONE)
{
- 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));
+ 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::top_down()
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));
+ camera.set_position(focus-look*dist);
}
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)
{
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));
+ 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 = 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));
+ camera.set_position(pos-look*delta);
dist += delta;
camera.set_depth_clip(dist*0.02, dist*50);
}
-void CameraController::rotate(float angle)
+void CameraController::rotate(const Angle &angle)
{
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));
+ set_look_direction(rotated_vector(look, angle));
}
-void CameraController::pitch(float angle)
+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);
}
}
-void CameraController::button_press(int x, int y, unsigned btn, unsigned mod)
+void CameraController::button_press(unsigned btn)
{
- mod = Input::mod_from_sys(mod);
if(btn==2 || btn==3)
{
- if(mod&Input::MOD_CONTROL)
+ if(ctrl_pressed)
drag_mode = DISTANCE;
else
- drag_mode = ((btn==2)==((mod&Input::MOD_SHIFT)!=0) ? ROTATE : PAN);
-
- pointer_x = x;
- pointer_y = y;
+ drag_mode = ((btn==2)==shift_pressed ? ROTATE : PAN);
}
else if(btn==4)
{
}
}
-void CameraController::button_release(int, int, unsigned btn, unsigned)
+void CameraController::button_release(unsigned btn)
{
if(btn==2 || btn==3)
drag_mode = NONE;
}
-void CameraController::pointer_motion(int x, int y)
+void CameraController::axis_motion(unsigned axis, float, float change)
{
- if(drag_mode!=NONE)
+ if(drag_mode==PAN)
{
- 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;
+ 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 code, unsigned, wchar_t)
+void CameraController::key_press(unsigned key)
{
- unsigned key = Msp::Input::key_from_sys(code);
-
if(key==Msp::Input::KEY_RIGHT)
move_x = 1;
else if(key==Msp::Input::KEY_LEFT)
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)
move_x = 0;
else if(key==Msp::Input::KEY_UP || key==Msp::Input::KEY_DOWN)
move_y = 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
float CameraController::get_view_scale() const
{
- float t = tan(camera.get_field_of_view()/2)*2;
+ float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
return get_distance()*t;
}