]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/cameracontroller.cpp
Remove some unnecessary things
[r2c2.git] / source / designer / cameracontroller.cpp
index b1fa64b54c35c500ffcccd52d2a1b9ca64c53782..ef0020081dbc1652bd66dd97b278db36defb49a7 100644 (file)
@@ -7,19 +7,22 @@ using namespace std;
 using namespace Msp;
 using namespace R2C2;
 
-CameraController::CameraController(View3D &v, Graphics::EventSource &es):
+CameraController::CameraController(View3D &v, Input::Keyboard &k, Input::Mouse &m):
        view(v),
-       event_source(es),
+       keyboard(k),
+       mouse(m),
        camera(view.get_camera()),
        move_x(0),
        move_y(0),
+       shift_pressed(false),
+       ctrl_pressed(false),
        drag_mode(NONE)
 {
-       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));
+       mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_press), false));
+       mouse.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::button_release), false));
+       mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::axis_motion), false));
+       keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_press), false));
+       keyboard.signal_button_release.connect(sigc::bind_return(sigc::mem_fun(this, &CameraController::key_release), false));
 }
 
 void CameraController::top_down()
@@ -34,7 +37,7 @@ 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));
+       camera.set_position(focus-look*dist);
 }
 
 void CameraController::view_all()
@@ -46,10 +49,9 @@ 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));
+       GL::Vector3 fwd_dir = normalize(GL::Vector3(look.x, look.y, 0));
+       GL::Vector3 right_dir = cross(fwd_dir, GL::Vector3(0, 0, 1));
+       camera.set_position(pos+fwd_dir*y+right_dir*x);
 }
 
 void CameraController::adjust_distance(float delta)
@@ -57,23 +59,22 @@ 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;
+       // XXX This should probably depend on the layout contents in some way
+       float low = 0.1;
        if(dist+delta<low)
                delta = low-dist;
-       camera.set_position(GL::Vector3(pos.x-look.x*delta, pos.y-look.y*delta, pos.z-look.z*delta));
+       camera.set_position(pos-look*delta);
        dist += delta;
        camera.set_depth_clip(dist*0.02, dist*50);
 }
 
-void CameraController::rotate(float angle)
+void CameraController::rotate(const Angle &angle)
 {
        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));
+       set_look_direction(rotated_vector(look, angle));
 }
 
-void CameraController::pitch(float angle)
+void CameraController::pitch(const Angle &angle)
 {
        GL::Vector3 look = camera.get_look_direction();
        float xy_len = sqrt(look.x*look.x+look.y*look.y);
@@ -99,64 +100,49 @@ void CameraController::tick(float dt)
        }
 }
 
-void CameraController::button_press(int x, int y, unsigned btn, unsigned mod)
+void CameraController::button_press(unsigned btn)
 {
-       mod = Input::mod_from_sys(mod);
        if(btn==2 || btn==3)
        {
-               if(mod&Input::MOD_CONTROL)
+               if(ctrl_pressed)
                        drag_mode = DISTANCE;
                else
-                       drag_mode = ((btn==2)==((mod&Input::MOD_SHIFT)!=0) ? ROTATE : PAN);
-
-               pointer_x = x;
-               pointer_y = y;
+                       drag_mode = ((btn==2)==shift_pressed ? ROTATE : PAN);
        }
        else if(btn==4)
-       {
                adjust_distance(-get_distance()*0.1);
-       }
        else if(btn==5)
-       {
                adjust_distance(get_distance()*0.1);
-       }
 }
 
-void CameraController::button_release(int, int, unsigned btn, unsigned)
+void CameraController::button_release(unsigned btn)
 {
        if(btn==2 || btn==3)
                drag_mode = NONE;
 }
 
-void CameraController::pointer_motion(int x, int y)
+void CameraController::axis_motion(unsigned axis, float, float change)
 {
-       if(drag_mode!=NONE)
+       if(drag_mode==PAN)
+       {
+               float dx = (axis==0 ? change : 0);
+               float dy = (axis==1 ? change : 0);
+               float scale = get_view_scale();
+               move(-dx*scale, -dy*scale);
+       }
+       else if(drag_mode==ROTATE)
        {
-               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;
+               if(axis==0)
+                       rotate(Angle::from_turns(-change/2));
+               else if(axis==1)
+                       pitch(Angle::from_turns(change/4));
        }
+       else if(drag_mode==DISTANCE && axis==1)
+               adjust_distance(-change*3*get_distance());
 }
 
-void CameraController::key_press(unsigned code, unsigned, wchar_t)
+void CameraController::key_press(unsigned key)
 {
-       unsigned key = Msp::Input::key_from_sys(code);
-
        if(key==Msp::Input::KEY_RIGHT)
                move_x = 1;
        else if(key==Msp::Input::KEY_LEFT)
@@ -169,16 +155,22 @@ void CameraController::key_press(unsigned code, unsigned, wchar_t)
                view_all();
        else if(key==Msp::Input::KEY_INSERT)
                top_down();
+       else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
+               shift_pressed = true;
+       else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
+               ctrl_pressed = true;
 }
 
-void CameraController::key_release(unsigned code, unsigned)
+void CameraController::key_release(unsigned key)
 {
-       unsigned key = Msp::Input::key_from_sys(code);
-
        if(key==Msp::Input::KEY_RIGHT || key==Msp::Input::KEY_LEFT)
                move_x = 0;
        else if(key==Msp::Input::KEY_UP || key==Msp::Input::KEY_DOWN)
                move_y = 0;
+       else if(key==Msp::Input::KEY_SHIFT_L || key==Msp::Input::KEY_SHIFT_R)
+               shift_pressed = false;
+       else if(key==Msp::Input::KEY_CTRL_L || key==Msp::Input::KEY_CTRL_R)
+               ctrl_pressed = false;
 }
 
 GL::Vector3 CameraController::get_focus() const
@@ -196,6 +188,6 @@ float CameraController::get_distance() const
 
 float CameraController::get_view_scale() const
 {
-       float t = tan(camera.get_field_of_view()/2)*2;
+       float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
        return get_distance()*t;
 }