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Rewrite CameraController to make use of mouse
[r2c2.git] / source / designer / cameracontroller.cpp
1 /* $Id$
2
3 This file is part of the MSP Märklin suite
4 Copyright © 2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <cmath>
9 #include <msp/input/keys.h>
10 #include "cameracontroller.h"
11 #include "designer.h"
12
13 using namespace std;
14 using namespace Msp;
15 using namespace Marklin;
16
17 CameraController::CameraController(Designer &d, Graphics::EventSource &es, GL::Camera &c):
18         designer(d),
19         event_source(es),
20         camera(c),
21         move_x(0),
22         move_y(0),
23         drag_mode(NONE)
24 {
25         event_source.signal_button_press.connect(sigc::mem_fun(this, &CameraController::button_press));
26         event_source.signal_button_release.connect(sigc::mem_fun(this, &CameraController::button_release));
27         event_source.signal_pointer_motion.connect(sigc::mem_fun(this, &CameraController::pointer_motion));
28         event_source.signal_key_press.connect(sigc::mem_fun(this, &CameraController::key_press));
29         event_source.signal_key_release.connect(sigc::mem_fun(this, &CameraController::key_release));
30 }
31
32 void CameraController::top_down()
33 {
34         const GL::Vector3 &look = camera.get_look_direction();
35         float xy_len = sqrt(look.x*look.x+look.y*look.y);
36         set_look_direction(GL::Vector3(look.x*0.01/xy_len, look.y*0.01/xy_len, -0.99995));
37 }
38
39 void CameraController::set_look_direction(const GL::Vector3 &look)
40 {
41         GL::Vector3 focus = get_focus();
42         float dist = get_distance();
43         camera.set_look_direction(look);
44         camera.set_position(GL::Vector3(focus.x-look.x*dist, focus.y-look.y*dist, focus.z-look.z*dist));
45 }
46
47 void CameraController::view_all()
48 {
49         Point minp;
50         Point maxp;
51
52         const Layout3D::TrackMap &tracks = designer.get_layout_3d().get_tracks();
53         for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
54         {
55                 Point tmin;
56                 Point tmax;
57                 i->second->get_bounds(0, tmin, tmax);
58                 minp.x = min(minp.x, tmin.x);
59                 minp.y = min(minp.y, tmin.y);
60                 maxp.x = max(maxp.x, tmax.x);
61                 maxp.y = max(maxp.y, tmax.y);
62         }
63
64         float t = tan(camera.get_field_of_view()/2)*2;
65         float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
66         float dist = size/t+size*0.25;
67         GL::Vector3 center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
68         const GL::Vector3 &look = camera.get_look_direction();
69         camera.set_position(GL::Vector3(center.x-look.x*dist, center.y-look.y*dist, center.z-look.z*dist));
70 }
71
72 void CameraController::move(float x, float y)
73 {
74         const GL::Vector3 &pos = camera.get_position();
75         const GL::Vector3 &look = camera.get_look_direction();
76         float xy_len = sqrt(look.x*look.x+look.y*look.y);
77         float dx = (look.x*y+look.y*x)/xy_len;
78         float dy = (look.y*y-look.x*x)/xy_len;
79         camera.set_position(GL::Vector3(pos.x+dx, pos.y+dy, pos.z));
80 }
81
82 void CameraController::adjust_distance(float delta)
83 {
84         const GL::Vector3 &pos = camera.get_position();
85         const GL::Vector3 &look = camera.get_look_direction();
86         camera.set_position(GL::Vector3(pos.x-look.x*delta, pos.y-look.y*delta, pos.z-look.z*delta));
87 }
88
89 void CameraController::rotate(float angle)
90 {
91         GL::Vector3 look = camera.get_look_direction();
92         float c = cos(angle);
93         float s = sin(angle);
94         set_look_direction(GL::Vector3(look.x*c-look.y*s, look.x*s+look.y*c, look.z));
95 }
96
97 void CameraController::pitch(float angle)
98 {
99         GL::Vector3 look = camera.get_look_direction();
100         float xy_len = sqrt(look.x*look.x+look.y*look.y);
101         float c = cos(angle);
102         float s = sin(angle);
103         if(xy_len*c-look.z*s<0.01)
104                 top_down();
105         else if(xy_len*s+look.z*c>-0.01)
106                 set_look_direction(GL::Vector3(look.x*0.99995/xy_len, look.y*0.99995/xy_len, -0.01));
107         else
108         {
109                 float xy_scale = (xy_len*c-look.z*s)/xy_len;
110                 set_look_direction(GL::Vector3(look.x*xy_scale, look.y*xy_scale, xy_len*s+look.z*c));
111         }
112 }
113
114 void CameraController::tick(float dt)
115 {
116         if(move_x || move_y)
117         {
118                 float scale = get_view_scale()*dt;
119                 move(move_x*scale, move_y*scale);
120         }
121 }
122
123 void CameraController::button_press(int x, int y, unsigned btn, unsigned mod)
124 {
125         mod = Input::mod_from_sys(mod);
126         if(btn==2 || btn==3)
127         {
128                 if(mod&Input::MOD_CONTROL)
129                         drag_mode = DISTANCE;
130                 else
131                         drag_mode = ((btn==2)==((mod&Input::MOD_SHIFT)!=0) ? ROTATE : PAN);
132
133                 pointer_x = x;
134                 pointer_y = y;
135         }
136         else if(btn==4)
137         {
138                 adjust_distance(-get_distance()*0.1);
139         }
140         else if(btn==5)
141         {
142                 adjust_distance(get_distance()*0.1);
143         }
144 }
145
146 void CameraController::button_release(int, int, unsigned btn, unsigned)
147 {
148         if(btn==2 || btn==3)
149                 drag_mode = NONE;
150 }
151
152 void CameraController::pointer_motion(int x, int y)
153 {
154         if(drag_mode!=NONE)
155         {
156                 int dx = x-pointer_x;
157                 int dy = y-pointer_y;
158
159                 if(drag_mode==PAN)
160                 {
161                         float scale = get_view_scale()/event_source.get_height();
162                         move(-dx*scale, dy*scale);
163                 }
164                 else if(drag_mode==ROTATE)
165                 {
166                         rotate(-dx*M_PI*2/event_source.get_width());
167                         pitch(-dy*M_PI/event_source.get_height());
168                 }
169                 else if(drag_mode==DISTANCE)
170                         adjust_distance(dy*3*get_distance()/event_source.get_height());
171
172                 pointer_x = x;
173                 pointer_y = y;
174         }
175 }
176
177 void CameraController::key_press(unsigned code, unsigned, wchar_t)
178 {
179         unsigned key = Msp::Input::key_from_sys(code);
180
181         if(key==Msp::Input::KEY_RIGHT)
182                 move_x = 1;
183         else if(key==Msp::Input::KEY_LEFT)
184                 move_x = -1;
185         else if(key==Msp::Input::KEY_UP)
186                 move_y = 1;
187         else if(key==Msp::Input::KEY_DOWN)
188                 move_y = -1;
189         else if(key==Msp::Input::KEY_HOME)
190                 view_all();
191         else if(key==Msp::Input::KEY_INSERT)
192                 top_down();
193 }
194
195 void CameraController::key_release(unsigned code, unsigned)
196 {
197         unsigned key = Msp::Input::key_from_sys(code);
198
199         if(key==Msp::Input::KEY_RIGHT || key==Msp::Input::KEY_LEFT)
200                 move_x = 0;
201         else if(key==Msp::Input::KEY_UP || key==Msp::Input::KEY_DOWN)
202                 move_y = 0;
203 }
204
205 GL::Vector3 CameraController::get_focus() const
206 {
207         const GL::Vector3 &pos = camera.get_position();
208         const GL::Vector3 &look = camera.get_look_direction();
209         float dist = get_distance();
210         return GL::Vector3(pos.x+look.x*dist, pos.y+look.y*dist, pos.z+look.z*dist);
211 }
212
213 float CameraController::get_distance() const
214 {
215         return -camera.get_position().z/camera.get_look_direction().z;
216 }
217
218 float CameraController::get_view_scale() const
219 {
220         float t = tan(camera.get_field_of_view()/2)*2;
221         return get_distance()*t;
222 }