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[r2c2.git] / source / designer / cameracontroller.cpp
1 #include <cmath>
2 #include <msp/input/keys.h>
3 #include "3d/layout.h"
4 #include "cameracontroller.h"
5
6 using namespace std;
7 using namespace Msp;
8 using namespace R2C2;
9
10 CameraController::CameraController(View3D &v, Input::Keyboard &k, Input::Mouse &m):
11         view(v),
12         keyboard(k),
13         mouse(m),
14         camera(view.get_camera()),
15         move_x(0),
16         move_y(0),
17         shift_pressed(false),
18         ctrl_pressed(false),
19         drag_mode(NONE)
20 {
21         mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_press), false));
22         mouse.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_release), false));
23         mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::axis_motion), false));
24         keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_press), false));
25         keyboard.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_release), false));
26 }
27
28 void CameraController::top_down()
29 {
30         const GL::Vector3 &look = camera.get_look_direction();
31         float xy_len = sqrt(look.x*look.x+look.y*look.y);
32         set_look_direction(GL::Vector3(look.x*0.01/xy_len, look.y*0.01/xy_len, -0.99995));
33 }
34
35 void CameraController::set_look_direction(const GL::Vector3 &look)
36 {
37         GL::Vector3 focus = get_focus();
38         float dist = get_distance();
39         camera.set_look_direction(look);
40         camera.set_position(focus-look*dist);
41 }
42
43 void CameraController::view_all()
44 {
45         view.view_all();
46 }
47
48 void CameraController::move(float x, float y)
49 {
50         const GL::Vector3 &pos = camera.get_position();
51         const GL::Vector3 &look = camera.get_look_direction();
52         GL::Vector3 fwd_dir = normalize(GL::Vector3(look.x, look.y, 0));
53         GL::Vector3 right_dir = cross(fwd_dir, GL::Vector3(0, 0, 1));
54         camera.set_position(pos+fwd_dir*y+right_dir*x);
55 }
56
57 void CameraController::adjust_distance(float delta)
58 {
59         const GL::Vector3 &pos = camera.get_position();
60         const GL::Vector3 &look = camera.get_look_direction();
61         float dist = get_distance();
62         // XXX This should probably depend on the layout contents in some way
63         float low = 0.1;
64         if(dist+delta<low)
65                 delta = low-dist;
66         camera.set_position(pos-look*delta);
67         dist += delta;
68         camera.set_depth_clip(dist*0.02, dist*50);
69 }
70
71 void CameraController::rotate(const Angle &angle)
72 {
73         GL::Vector3 look = camera.get_look_direction();
74         set_look_direction(rotated_vector(look, angle));
75 }
76
77 void CameraController::pitch(const Angle &angle)
78 {
79         GL::Vector3 look = camera.get_look_direction();
80         float xy_len = sqrt(look.x*look.x+look.y*look.y);
81         float c = cos(angle);
82         float s = sin(angle);
83         if(xy_len*c-look.z*s<0.01)
84                 top_down();
85         else if(xy_len*s+look.z*c>-0.01)
86                 set_look_direction(GL::Vector3(look.x*0.99995/xy_len, look.y*0.99995/xy_len, -0.01));
87         else
88         {
89                 float xy_scale = (xy_len*c-look.z*s)/xy_len;
90                 set_look_direction(GL::Vector3(look.x*xy_scale, look.y*xy_scale, xy_len*s+look.z*c));
91         }
92 }
93
94 void CameraController::tick(float dt)
95 {
96         if(move_x || move_y)
97         {
98                 float scale = get_view_scale()*dt;
99                 move(move_x*scale, move_y*scale);
100         }
101 }
102
103 void CameraController::button_press(unsigned btn)
104 {
105         if(btn==2 || btn==3)
106         {
107                 if(ctrl_pressed)
108                         drag_mode = DISTANCE;
109                 else
110                         drag_mode = ((btn==2)==shift_pressed ? ROTATE : PAN);
111         }
112         else if(btn==4)
113         {
114                 adjust_distance(-get_distance()*0.1);
115         }
116         else if(btn==5)
117         {
118                 adjust_distance(get_distance()*0.1);
119         }
120 }
121
122 void CameraController::button_release(unsigned btn)
123 {
124         if(btn==2 || btn==3)
125                 drag_mode = NONE;
126 }
127
128 void CameraController::axis_motion(unsigned axis, float, float change)
129 {
130         if(drag_mode==PAN)
131         {
132                 float dx = (axis==0 ? change : 0);
133                 float dy = (axis==1 ? change : 0);
134                 float scale = get_view_scale();
135                 move(-dx*scale, -dy*scale);
136         }
137         else if(drag_mode==ROTATE)
138         {
139                 if(axis==0)
140                         rotate(Angle::from_turns(-change/2));
141                 else if(axis==1)
142                         pitch(Angle::from_turns(change/4));
143         }
144         else if(drag_mode==DISTANCE && axis==1)
145                 adjust_distance(-change*3*get_distance());
146 }
147
148 void CameraController::key_press(unsigned key)
149 {
150         if(key==Msp::Input::KEY_RIGHT)
151                 move_x = 1;
152         else if(key==Msp::Input::KEY_LEFT)
153                 move_x = -1;
154         else if(key==Msp::Input::KEY_UP)
155                 move_y = 1;
156         else if(key==Msp::Input::KEY_DOWN)
157                 move_y = -1;
158         else if(key==Msp::Input::KEY_HOME)
159                 view_all();
160         else if(key==Msp::Input::KEY_INSERT)
161                 top_down();
162         else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
163                 shift_pressed = true;
164         else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
165                 ctrl_pressed = true;
166 }
167
168 void CameraController::key_release(unsigned key)
169 {
170         if(key==Msp::Input::KEY_RIGHT || key==Msp::Input::KEY_LEFT)
171                 move_x = 0;
172         else if(key==Msp::Input::KEY_UP || key==Msp::Input::KEY_DOWN)
173                 move_y = 0;
174         else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
175                 shift_pressed = false;
176         else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
177                 ctrl_pressed = false;
178 }
179
180 GL::Vector3 CameraController::get_focus() const
181 {
182         const GL::Vector3 &pos = camera.get_position();
183         const GL::Vector3 &look = camera.get_look_direction();
184         float dist = get_distance();
185         return GL::Vector3(pos.x+look.x*dist, pos.y+look.y*dist, pos.z+look.z*dist);
186 }
187
188 float CameraController::get_distance() const
189 {
190         return -camera.get_position().z/camera.get_look_direction().z;
191 }
192
193 float CameraController::get_view_scale() const
194 {
195         float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
196         return get_distance()*t;
197 }