mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-17 11:57:00 +00:00
6c7b82130c
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the camera. Restrict the rotation and zoom to narrow ranges. (Constraints can be disabled in the dev overlay). Smooth the movement and rotation. Fix some stupid whitespace. Fix some const correctness. This was SVN commit r7930.
199 lines
5.0 KiB
C++
199 lines
5.0 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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#include "graphics/Camera.h"
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#include "graphics/CinemaTrack.h"
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#include "graphics/GameView.h"
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#include "ps/Game.h"
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#include "ps/CStr.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "maths/MathUtil.h"
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#include "maths/Quaternion.h"
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#include "lib/res/graphics/ogl_tex.h"
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#define LOG_CATEGORY L"Cinema"
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namespace AtlasMessage {
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sCinemaPath ConstructCinemaPath(const CCinemaPath* source)
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{
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sCinemaPath path;
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const CCinemaData* data = source->GetData();
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path.mode = data->m_Mode;
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path.style = data->m_Style;
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path.growth = data->m_Growth;
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path.timescale = data->m_Timescale;
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path.change = data->m_Switch;
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return path;
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}
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CCinemaData ConstructCinemaData(const sCinemaPath& path)
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{
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CCinemaData data;
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data.m_Growth = data.m_GrowthCount = path.growth;
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data.m_Switch = path.change;
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data.m_Mode = path.mode;
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data.m_Style = path.style;
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return data;
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}
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sCinemaSplineNode ConstructCinemaNode(const SplineData& data)
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{
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sCinemaSplineNode node;
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node.px = data.Position.X;
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node.py = data.Position.Y;
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node.pz = data.Position.Z;
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node.rx = data.Rotation.X;
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node.ry = data.Rotation.Y;
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node.rz = data.Rotation.Z;
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node.t = data.Distance;
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return node;
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}
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std::vector<sCinemaPath> GetCurrentPaths()
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{
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const std::map<CStrW, CCinemaPath>& paths = g_Game->GetView()->GetCinema()->GetAllPaths();
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std::vector<sCinemaPath> atlasPaths;
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for ( std::map<CStrW, CCinemaPath>::const_iterator it=paths.begin(); it!=paths.end(); it++ )
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{
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sCinemaPath path = ConstructCinemaPath(&it->second);
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path.name = it->first;
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const std::vector<SplineData>& nodes = it->second.GetAllNodes();
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std::vector<sCinemaSplineNode> atlasNodes;
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for ( size_t i=0; i<nodes.size(); ++i )
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atlasNodes.push_back( ConstructCinemaNode(nodes[i]) );
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if ( !atlasNodes.empty() )
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{
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float back = atlasNodes.back().t;
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if ( atlasNodes.size() > 2 )
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{
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for ( size_t i=atlasNodes.size()-2; i>0; --i )
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atlasNodes[i].t = atlasNodes[i-1].t;
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}
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atlasNodes.back().t = atlasNodes.front().t;
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atlasNodes.front().t = back;
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}
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path.nodes = atlasNodes;
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atlasPaths.push_back(path);
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}
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return atlasPaths;
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}
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void SetCurrentPaths(const std::vector<sCinemaPath>& atlasPaths)
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{
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std::map<CStrW, CCinemaPath> paths;
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for ( std::vector<sCinemaPath>::const_iterator it=atlasPaths.begin(); it!=atlasPaths.end(); it++ )
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{
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CStrW pathName(*it->name);
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paths[pathName] = CCinemaPath();
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paths[pathName].SetTimescale(it->timescale);
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const sCinemaPath& atlasPath = *it;
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const std::vector<sCinemaSplineNode> nodes = *atlasPath.nodes;
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TNSpline spline;
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CCinemaData data = ConstructCinemaData(atlasPath);
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for ( size_t j=0; j<nodes.size(); ++j )
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{
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spline.AddNode( CVector3D(nodes[j].px, nodes[j].py, nodes[j].pz),
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CVector3D(nodes[j].rx, nodes[j].ry, nodes[j].rz), nodes[j].t );
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}
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paths[pathName] = CCinemaPath(data, spline);
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}
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g_Game->GetView()->GetCinema()->SetAllPaths(paths);
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}
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QUERYHANDLER(GetCameraInfo)
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{
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sCameraInfo info;
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CMatrix3D* cam = &g_Game->GetView()->GetCamera()->m_Orientation;
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CQuaternion quatRot = cam->GetRotation();
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quatRot.Normalize();
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CVector3D rotation = quatRot.ToEulerAngles();
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rotation.X = RADTODEG(rotation.X);
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rotation.Y = RADTODEG(rotation.Y);
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rotation.Z = RADTODEG(rotation.Z);
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CVector3D translation = cam->GetTranslation();
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info.pX = translation.X;
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info.pY = translation.Y;
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info.pZ = translation.Z;
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info.rX = rotation.X;
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info.rY = rotation.Y;
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info.rZ = rotation.Z;
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msg->info = info;
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}
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MESSAGEHANDLER(CinemaEvent)
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{
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CCinemaManager* manager = g_Game->GetView()->GetCinema();
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if ( msg->mode == eCinemaEventMode::SMOOTH )
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manager->OverridePath(*msg->path);
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else if ( msg->mode == eCinemaEventMode::IMMEDIATE_PATH )
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manager->MoveToPointAt(msg->t);
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else if ( msg->mode == eCinemaEventMode::RESET )
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{
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// g_Game->GetView()->ResetCamera();
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}
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else if ( msg->mode == eCinemaEventMode::SELECT )
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manager->SetCurrentPath(*msg->path, msg->drawCurrent, msg->lines);
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else
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debug_assert(false);
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}
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BEGIN_COMMAND(SetCinemaPaths)
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{
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std::vector<sCinemaPath> m_oldPaths, m_newPaths;
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void Do()
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{
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m_oldPaths = GetCurrentPaths();
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m_newPaths = *msg->paths;
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Redo();
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}
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void Redo()
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{
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SetCurrentPaths(m_newPaths);
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}
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void Undo()
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{
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SetCurrentPaths(m_oldPaths);
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}
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};
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END_COMMAND(SetCinemaPaths)
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QUERYHANDLER(GetCinemaPaths)
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{
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msg->paths = GetCurrentPaths();
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}
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}
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