From 0f87d2fd05786f7ab128d4a041673f6fb085139f Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Sun, 1 Jun 2008 14:56:22 +0000 Subject: moved camera into render:: --- src/render/camera.cc | 349 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 349 insertions(+) create mode 100644 src/render/camera.cc (limited to 'src/render/camera.cc') diff --git a/src/render/camera.cc b/src/render/camera.cc new file mode 100644 index 0000000..8da6bc9 --- /dev/null +++ b/src/render/camera.cc @@ -0,0 +1,349 @@ +/* + render/camera.cc + This file is part of the Osirion project and is distributed under + the terms and conditions of the GNU General Public License version 2 +*/ + +#include "core/core.h" +#include "math/mathlib.h" +#include "math/matrix4f.h" +#include "render/camera.h" +#include "render/gl.h" +#include "sys/sys.h" + +using math::degrees360f; +using math::degrees180f; + +namespace render +{ + +const float MIN_DELTA = 10e-10; + +const float pitch_track = -15.0f; +const float pitch_overview = -75.0f; + +float Camera::camera_aspect = 1.0f; +math::Vector3f Camera::camera_eye; +math::Vector3f Camera::camera_target; +math::Axis Camera::camera_axis; +Camera::Mode Camera::camera_mode; + +// current and target yaw angle in XZ plane, positive is looking left +float Camera::direction_current; +float Camera::direction_target; +float Camera::target_direction; + +// current and target pitch angle in XY, positive is looking up +float Camera::pitch_current; +float Camera::pitch_target; +float Camera::target_pitch; + +float Camera::distance; + +void Camera::init() +{ + camera_aspect = 1.0f; + + direction_current = 0; + direction_target = 0; + + pitch_current = pitch_track * 2; + pitch_target = pitch_track; + + target_pitch = 0.0f; + target_direction = 0.0f; + + distance = 0.4f; + + set_mode(Track); + + camera_axis.clear(); + camera_eye.clear(); + camera_target.clear(); + +} + +void Camera::shutdown() +{ +} + +void Camera::set_aspect(float aspect) +{ + camera_aspect = aspect; +} + +void Camera::set_mode(Mode newmode) { + + direction_target = 0; + direction_current = direction_target; + pitch_target = pitch_track; + pitch_current = pitch_target; + + target_direction = 0.0f; + target_pitch = 0.0f; + distance = 0.4f; + + camera_axis.clear(); + + switch(newmode) { + case Track: + // switch camera to Track mode + camera_mode = Track; + if (core::localcontrol()) { + if (core::localcontrol()->state()) + camera_axis.assign(core::localcontrol()->state()->axis()); + else + camera_axis.assign(core::localcontrol()->axis()); + } + break; + + case Free: + // switch camera to Free mode + camera_mode = Free; + pitch_target = 2.0 * pitch_track; + pitch_current = pitch_target; + break; + + case Cockpit: + camera_mode = Cockpit; + break; + + case Overview: + // switch camera to Overview mode + camera_mode = Overview; + + default: + break; + } + +} + +void Camera::next_mode() +{ + + if (!core::localcontrol()) { + set_mode(Overview); + return; + } + + switch(camera_mode) { + case Free: + // switch camera to Track mode + set_mode(Track); + con_print << "camera mode: track" << std::endl; + break; + + case Track: + // switch camera to Cockpit mode + set_mode(Cockpit); + con_print << "camera mode: cockpit" << std::endl; + break; + + case Cockpit: + // switch camera to Free mode + set_mode(Free); + con_print << "camera mode: free" << std::endl; + break; + + default: + break; + } +} + +void Camera::draw(float seconds) +{ + math::Matrix4f matrix; + math::Axis target_axis; + float d = 0; + + if (!core::localcontrol()) { + + if (camera_mode != Overview) { + set_mode(Overview); + } + + camera_eye.clear(); + camera_target.clear(); + camera_axis.clear(); + pitch_current = pitch_overview; + camera_axis.change_pitch(pitch_current); + + distance = 20.0f; + + } else { + if (mode() == Overview) + set_mode(Track); + + if (core::localcontrol()->state()) { + camera_target.assign(core::localcontrol()->state()->location()); + target_axis.assign(core::localcontrol()->state()->axis()); + } else { + camera_target.assign(core::localcontrol()->location()); + target_axis.assign(core::localcontrol()->axis()); + } + + if (core::localcontrol()->model()) { + distance = core::localcontrol()->model()->radius(); + } else { + distance = 1.0f; + } + + if (mode() == Track) { + float cosangle; + float angle; + float side; + float u; + const float cam_speed = seconds; + + math::Vector3f n; + math::Vector3f p; + + // camera axis: pitch + + // project target_axis.up() into the plane with axis->left() normal + n = camera_axis.left(); + p = target_axis.up(); + u = p[0]*n[0] + p[1]*n[1] + p[2]*n[2] / (-n[0]*n[0] - n[1]*n[1] - n[2] * n[2]); + p = target_axis.up() + u * n; + + side = camera_axis.forward().x * p.x + + camera_axis.forward().y * p.y + + camera_axis.forward().z * p.z; + + if ((fabs(side) - MIN_DELTA > 0)) { + + cosangle = math::dotproduct(p, camera_axis.up()); + if (fabs(cosangle) + MIN_DELTA < 1 ) { + angle = acos(cosangle) * 180.0f / M_PI; + angle = math::sgnf(side) * angle * cam_speed; + camera_axis.change_pitch(-angle); + } + } + + // camera axis: direction + + // project target_axis.forward() into the plane with axis.up() normal + n = camera_axis.up(); + p = target_axis.forward(); + u = p[0]*n[0] + p[1]*n[1] + p[2]*n[2] / (-n[0]*n[0] - n[1]*n[1] - n[2] * n[2]); + p = target_axis.forward() + u * n; + + side = camera_axis.left().x * p.x + + camera_axis.left().y * p.y + + camera_axis.left().z * p.z; + + if ((fabs(side) - MIN_DELTA > 0)) { + + cosangle = math::dotproduct(p, camera_axis.forward()); + if (fabs(cosangle) + MIN_DELTA < 1 ) { + angle = acos(cosangle) * 180.0f / M_PI; + angle = math::sgnf(side) * angle * cam_speed; + camera_axis.change_direction(angle); + } + } + + // camera axis: roll + + // project target_axis.up() into the plane with axis.forward() normal + n = camera_axis.forward(); + p = target_axis.up(); + u = p[0]*n[0] + p[1]*n[1] + p[2]*n[2] / (-n[0]*n[0] - n[1]*n[1] - n[2] * n[2]); + p = target_axis.up() + u * n; + + side = camera_axis.left().x * p.x + + camera_axis.left().y * p.y + + camera_axis.left().z * p.z; + + if ((fabs(side) - MIN_DELTA > 0)) { + + cosangle = math::dotproduct(p, camera_axis.up()); + if (fabs(cosangle) + MIN_DELTA < 1 ) { + angle = acos(cosangle) * 180.0f / M_PI; + angle = math::sgnf(side) * angle * cam_speed; + camera_axis.change_roll(angle); + } + } + + if (core::localcontrol()->model()) { + camera_target -= (core::localcontrol()->model()->maxbbox().x + 0.1f) * camera_axis.forward(); + camera_target += (core::localcontrol()->model()->maxbbox().z + 0.1f ) * camera_axis.up(); + } + + } else if (mode() == Free) { + camera_axis.assign(target_axis); + + direction_target = direction_current - 90 * target_direction; + pitch_target = pitch_current - 90 * target_pitch; + + // adjust direction + d = degrees180f(direction_current - direction_target); + direction_current = degrees360f( direction_current - d * seconds); + camera_axis.change_direction(direction_current); + + // adjust pitch + d = degrees180f(pitch_current - pitch_target); + pitch_current = degrees360f(pitch_current - d * seconds); + camera_axis.change_pitch(pitch_current); + + } else if (mode() == Cockpit) { + camera_axis.assign(target_axis); + + if (core::localcontrol()->state() && core::localcontrol()->model()) + camera_target += (core::localcontrol()->model()->maxbbox().x+0.05) * + core::localcontrol()->state()->axis().forward(); + + distance = 0.0f; + } + } + + // Change to the projection matrix and set our viewing volume. + gl::matrixmode(GL_PROJECTION); + gl::loadidentity(); + + const float frustum_size = 0.5f; + const float frustum_front = 1.0f; + distance += frustum_front; + gl::frustum(-frustum_size*aspect(), frustum_size*aspect(), -frustum_size, frustum_size, frustum_front, 1024.0f); + + // model view + gl::matrixmode(GL_MODELVIEW); + gl::loadidentity(); + + // map world coordinates to opengl coordinates + gl::rotate(90.0f, 0, 1.0, 0); + gl::rotate(-90.0f, 1.0f , 0, 0); + + // assign transformation matrix + matrix.assign(camera_axis); + + // apply the transpose of the axis transformation (the axis is orhtonormal) + gl::multmatrix(matrix.transpose()); + + // match the camera with the current target + gl::translate(-1.0f * camera_target); + + // apply camera offset + gl::translate(distance * camera_axis.forward()); + + // calculate eye position + camera_eye = camera_target - (distance * camera_axis.forward()); +} + +void Camera::set_direction(float direction) +{ + target_direction = direction; + math::clamp(target_direction, -1.0f, 1.0f); +} + +void Camera::set_pitch(float pitch) +{ + target_pitch = pitch; + math::clamp(target_pitch, -1.0f, 1.0f); +} + +void Camera::reset() +{ + set_mode(camera_mode); +} + +} -- cgit v1.2.3