X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fdesigner%2Fcameracontroller.cpp;h=4706ceefeeec2c742b97e4ce8cd0bc12fe571922;hb=495c54e187ddbb7514c983e1829a69d82ccad5f3;hp=bd7edbb530d540e73ac32296b80c6c57a3106180;hpb=61da962442ae528bba9c66fa0c09427b53a4cbe0;p=r2c2.git diff --git a/source/designer/cameracontroller.cpp b/source/designer/cameracontroller.cpp index bd7edbb..4706cee 100644 --- a/source/designer/cameracontroller.cpp +++ b/source/designer/cameracontroller.cpp @@ -1,23 +1,23 @@ /* $Id$ -This file is part of the MSP Märklin suite -Copyright © 2010 Mikkosoft Productions, Mikko Rasa +This file is part of R²C² +Copyright © 2010-2011 Mikkosoft Productions, Mikko Rasa Distributed under the GPL */ #include #include +#include "3d/layout.h" #include "cameracontroller.h" -#include "designer.h" using namespace std; using namespace Msp; -using namespace Marklin; +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 +46,7 @@ void CameraController::set_look_direction(const GL::Vector3 &look) 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)); + view.view_all(); } void CameraController::move(float x, float y) @@ -83,7 +63,13 @@ 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