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Remove some unnecessary things
[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                 adjust_distance(-get_distance()*0.1);
114         else if(btn==5)
115                 adjust_distance(get_distance()*0.1);
116 }
117
118 void CameraController::button_release(unsigned btn)
119 {
120         if(btn==2 || btn==3)
121                 drag_mode = NONE;
122 }
123
124 void CameraController::axis_motion(unsigned axis, float, float change)
125 {
126         if(drag_mode==PAN)
127         {
128                 float dx = (axis==0 ? change : 0);
129                 float dy = (axis==1 ? change : 0);
130                 float scale = get_view_scale();
131                 move(-dx*scale, -dy*scale);
132         }
133         else if(drag_mode==ROTATE)
134         {
135                 if(axis==0)
136                         rotate(Angle::from_turns(-change/2));
137                 else if(axis==1)
138                         pitch(Angle::from_turns(change/4));
139         }
140         else if(drag_mode==DISTANCE && axis==1)
141                 adjust_distance(-change*3*get_distance());
142 }
143
144 void CameraController::key_press(unsigned key)
145 {
146         if(key==Msp::Input::KEY_RIGHT)
147                 move_x = 1;
148         else if(key==Msp::Input::KEY_LEFT)
149                 move_x = -1;
150         else if(key==Msp::Input::KEY_UP)
151                 move_y = 1;
152         else if(key==Msp::Input::KEY_DOWN)
153                 move_y = -1;
154         else if(key==Msp::Input::KEY_HOME)
155                 view_all();
156         else if(key==Msp::Input::KEY_INSERT)
157                 top_down();
158         else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
159                 shift_pressed = true;
160         else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
161                 ctrl_pressed = true;
162 }
163
164 void CameraController::key_release(unsigned key)
165 {
166         if(key==Msp::Input::KEY_RIGHT || key==Msp::Input::KEY_LEFT)
167                 move_x = 0;
168         else if(key==Msp::Input::KEY_UP || key==Msp::Input::KEY_DOWN)
169                 move_y = 0;
170         else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
171                 shift_pressed = false;
172         else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
173                 ctrl_pressed = false;
174 }
175
176 GL::Vector3 CameraController::get_focus() const
177 {
178         const GL::Vector3 &pos = camera.get_position();
179         const GL::Vector3 &look = camera.get_look_direction();
180         float dist = get_distance();
181         return GL::Vector3(pos.x+look.x*dist, pos.y+look.y*dist, pos.z+look.z*dist);
182 }
183
184 float CameraController::get_distance() const
185 {
186         return -camera.get_position().z/camera.get_look_direction().z;
187 }
188
189 float CameraController::get_view_scale() const
190 {
191         float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
192         return get_distance()*t;
193 }