#include <cmath>
#include <msp/input/keys.h>
#include "cameracontroller.h"
+#include "designer.h"
using namespace std;
using namespace Msp;
+using namespace Marklin;
-CameraController::CameraController(Graphics::Window &w, GL::Camera &c):
- window(w),
+CameraController::CameraController(Designer &d, Graphics::EventSource &es, GL::Camera &c):
+ designer(d),
+ event_source(es),
camera(c),
move_x(0),
move_y(0),
- zoom(0),
- rotate(0),
- pitch(0)
+ 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));
+ 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));
}
-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(GL::Vector3(focus.x-look.x*dist, focus.y-look.y*dist, focus.z-look.z*dist));
+}
+
+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));
+}
+
+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));
+}
+
+void CameraController::adjust_distance(float delta)
+{
+ const GL::Vector3 &pos = camera.get_position();
+ const GL::Vector3 &look = camera.get_look_direction();
+ camera.set_position(GL::Vector3(pos.x-look.x*delta, pos.y-look.y*delta, pos.z-look.z*delta));
+}
+
+void CameraController::rotate(float angle)
{
- if(!move_x && !move_y && !zoom && !rotate && !pitch)
- return;
+ 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));
+}
- GL::Vector3 pos = camera.get_position();
+void CameraController::pitch(float 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));
+ }
+}
+
+void CameraController::tick(float dt)
+{
+ if(move_x || move_y)
+ {
+ float scale = get_view_scale()*dt;
+ move(move_x*scale, move_y*scale);
+ }
+}
+
+void CameraController::button_press(int x, int y, unsigned btn, unsigned mod)
+{
+ mod = Input::mod_from_sys(mod);
+ if(btn==2 || btn==3)
+ {
+ if(mod&Input::MOD_CONTROL)
+ drag_mode = DISTANCE;
+ else
+ drag_mode = ((btn==2)==((mod&Input::MOD_SHIFT)!=0) ? ROTATE : PAN);
- if(rotate || pitch)
+ pointer_x = x;
+ pointer_y = y;
+ }
+ else if(btn==4)
+ {
+ adjust_distance(-get_distance()*0.1);
+ }
+ else if(btn==5)
{
- 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);
+ adjust_distance(get_distance()*0.1);
}
+}
+
+void CameraController::button_release(int, int, unsigned btn, unsigned)
+{
+ if(btn==2 || btn==3)
+ drag_mode = NONE;
+}
- if(move_x || move_y || zoom)
+void CameraController::pointer_motion(int x, int y)
+{
+ if(drag_mode!=NONE)
{
- 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);
+ 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;
}
}
unsigned key = Msp::Input::key_from_sys(code);
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();
}
void CameraController::key_release(unsigned code, unsigned)
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;
+}
+
+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)*2;
+ return get_distance()*t;
}
#include <msp/gbase/window.h>
#include <msp/gl/camera.h>
+class Designer;
+
+/**
+Moves the camera based on keyboard and mouse events. Controls are as follows:
+
+Arrow keys - pan
+Home - view all
+Insert - view from top down
+Wheel - adjust viewing distance
+RMB - rotate
+MMB - pan
+Shift + RMB - pan
+Shift + MMB - rotate
+Ctrl + RMB - adjust viewing distance
+Ctrl + MMB - adjust viewing distance
+*/
class CameraController
{
private:
- Msp::Graphics::Window &window;
+ enum DragMode
+ {
+ NONE,
+ PAN,
+ ROTATE,
+ DISTANCE
+ };
+
+ Designer &designer;
+ Msp::Graphics::EventSource &event_source;
Msp::GL::Camera &camera;
int move_x;
int move_y;
- int zoom;
- int rotate;
- int pitch;
+ int pointer_x;
+ int pointer_y;
+ DragMode drag_mode;
public:
- CameraController(Msp::Graphics::Window &, Msp::GL::Camera &);
+ CameraController(Designer &, Msp::Graphics::EventSource &, Msp::GL::Camera &);
+
+ void top_down();
+ void set_look_direction(const Msp::GL::Vector3 &);
+ void view_all();
+
+ void move(float, float);
+ void adjust_distance(float);
+ void rotate(float);
+ void pitch(float);
void tick(float);
private:
+ void button_press(int, int, unsigned, unsigned);
+ void button_release(int, int, unsigned, unsigned);
+ void pointer_motion(int, int);
void key_press(unsigned, unsigned, wchar_t);
void key_release(unsigned, unsigned);
+
+ /** Return the focus point, i.e. where the look ray intersects with ground. */
+ Msp::GL::Vector3 get_focus() const;
+
+ /** Return distance from the focus point. */
+ float get_distance() const;
+
+ /** Return the viewport height at focus distance. */
+ float get_view_scale() const;
};
#endif
mode(SELECT),
manipulator(*this, selection),
measure(*this),
- camera_ctl(window, camera),
track_wrap(*this, selection)
{
window.set_title("Railway Designer");
pass->blend = &GL::Blend::alpha();
camera.set_up_direction(GL::Vector3(0, 0, 1));
- view_all();
+ camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
// Setup UI
DataFile::load(ui_res, "marklin.res");
overlay = new Overlay3D(window, camera, ui_res.get_default_font());
+ camera_ctl = new CameraController(*this, *root, camera);
+ camera_ctl->view_all();
+
const Layout3D::TrackMap &tracks = layout_3d->get_tracks();
for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
update_track_icon(*i->second);
Designer::~Designer()
{
+ delete camera_ctl;
delete overlay;
delete root;
delete pipeline;
window.get_display().tick();
root->tick();
- camera_ctl.tick(dt);
+ camera_ctl->tick(dt);
for(list<Track *>::iterator i=new_tracks.begin(); i!=new_tracks.end(); ++i)
layout_3d->get_track(**i).get_path().set_mask(0);
cur_route->set_name(text);
}
-void Designer::view_all()
-{
- Point minp;
- Point maxp;
-
- const Layout3D::TrackMap &tracks = 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 cam_dist = size/t+size*0.25;
- Point center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2);
- camera.set_position(GL::Vector3(center.x, center.y-cam_dist*0.5, cam_dist*0.866));
- camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
-}
-
string Designer::tooltip(int x, int y)
{
if(Track3D *t3d = pick_track(x, y))