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/*
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 <cmath>
#include "core/application.h"
#include "core/gameinterface.h"
#include "math/mathlib.h"
#include "math/matrix4f.h"
#include "render/camera.h"
#include "render/gl.h"
#include "render/state.h"
#include "sys/sys.h"
using math::degrees360f;
using math::degrees180f;
namespace render
{
const float MIN_DELTA = 10e-10;
const float COS_PI_4 = sqrt(2.0f) * 0.5f;
const float pitch_free = -30.0f;
const float pitch_track = -5.0f;
const float pitch_overview = -5.0f;
float Camera::camera_frustum_size = 0.5f;
float Camera::camera_frustum_front = 1.0f;
math::Vector3f Camera::camera_eye;
math::Vector3f Camera::camera_target;
math::Axis Camera::camera_axis;
Camera::Mode Camera::camera_mode;
Camera::Mode Camera::camera_previous_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;
float Camera::camera_zoom;
void Camera::init()
{
camera_frustum_size = 0.5f;
camera_frustum_front = 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;
camera_zoom = 1.0f;
camera_mode = Overview;
camera_previous_mode = Track;
set_mode(Track);
camera_axis.clear();
camera_eye.clear();
camera_target.clear();
}
void Camera::shutdown()
{
}
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_frustum_size = 0.5f;
camera_frustum_front = 1.0f;
camera_axis.clear();
if (camera_mode != Overview)
camera_previous_mode = camera_mode;
switch(newmode) {
case Track:
// switch camera to Track mode
camera_mode = Track;
if (core::localcontrol()) {
camera_axis.assign(core::localcontrol()->axis());
}
break;
case Free:
// switch camera to Free mode
camera_mode = Free;
pitch_target = pitch_free;
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::view_next()
{
if (!core::localcontrol()) {
set_mode(Overview);
return;
}
switch(camera_mode) {
case Free:
// switch camera to Track mode
set_mode(Track);
//con_print << "view: track" << std::endl;
core::application()->notify_message(core::Message::Info, std::string("view: track"));
break;
case Track:
// switch camera to Cockpit mode
set_mode(Cockpit);
//con_print << "view: cockpit" << std::endl;
core::application()->notify_message(core::Message::Info, std::string("view: cockpit"));
break;
case Cockpit:
// switch camera to Free mode
set_mode(Free);
//con_print << "view: free" << std::endl;
core::application()->notify_message(core::Message::Info, std::string("view: free"));
break;
default:
break;
}
}
void Camera::view_previous()
{
if (!core::localcontrol()) {
set_mode(Overview);
return;
}
switch(camera_mode) {
case Cockpit:
// switch camera to Track mode
set_mode(Track);
//con_print << "view: track" << std::endl;
core::application()->notify_message(core::Message::Info, std::string("view: track"));
break;
case Free:
// switch camera to Cockpit mode
set_mode(Cockpit);
//con_print << "view: cockpit" << std::endl;
core::application()->notify_message(core::Message::Info, std::string("view: cockpit"));
break;
case Track:
// switch camera to Free mode
set_mode(Free);
//con_print << "view: free" << std::endl;
core::application()->notify_message(core::Message::Info, std::string("view: free"));
break;
default:
break;
}
}
void Camera::set_zoom(float zoom)
{
camera_zoom += zoom;
math::clamp(camera_zoom, 1.0f, 10.0f);
}
void Camera::frame(float seconds)
{
math::Axis target_axis;
float d = 0;
if (core::localplayer()->view()) {
if (camera_mode != Overview) {
set_mode(Overview);
}
} else if (core::localcontrol()) {
if (camera_mode == Overview) {
set_mode(camera_previous_mode);
}
} else {
if (camera_mode != Overview) {
set_mode(Overview);
}
}
if (mode() == Overview) {
camera_eye.clear();
if (core::localplayer()->view()) {
// player view entity
camera_axis.assign(core::localplayer()->view()->axis());
if (core::localplayer()->view() == core::localcontrol()) {
camera_axis.change_pitch(pitch_free);
camera_target.assign(core::localplayer()->view()->location());
distance = math::max(core::localplayer()->view()->radius(), 1.0f) * 2.0f;
} else {
distance = math::max(core::localplayer()->view()->radius(), 1.0f) * 3.0f;
camera_axis.change_direction(180.0f);
camera_target.assign(core::localplayer()->view()->location() - core::localplayer()->view()->axis().left()* (math::max(core::localplayer()->view()->radius(), 1.0f)*0.5f) );
}
/*
} else if (core::localplayer()->zone()->default_view()) {
// default zone view entity
camera_target.assign(core::localplayer()->zone()->default_view()->location());
camera_axis.assign(core::localplayer()->zone()->default_view()->axis());
camera_axis.change_direction(180.0f);
distance = math::max(core::localplayer()->zone()->default_view()->radius(), 1.0f) * 2.0f;
*/
} else {
// default location (0,0,0)
camera_target.clear();
camera_axis.clear();
pitch_current = pitch_overview;
camera_axis.change_pitch(pitch_current);
distance = 8.0f;
}
} else {
camera_target.assign(core::localcontrol()->location());
target_axis.assign(core::localcontrol()->axis());
distance = core::localcontrol()->radius();
if (mode() == Track) {
float cosangle; // cosine of an angle
float angle; // angle in radians
math::Vector3f n; // normal of a plane
n.assign(math::crossproduct(camera_axis.forward(), target_axis.forward()));
if (!(n.length() < MIN_DELTA)) {
n.normalize();
cosangle = math::dotproduct(camera_axis.forward(), target_axis.forward());
angle = acos(cosangle) * seconds; // * 180.0f / M_PI;
if (angle > MIN_DELTA)
camera_axis.rotate(n, -angle);
}
n.assign(math::crossproduct(camera_axis.left(), target_axis.left()));
if (!(n.length() < MIN_DELTA)) {
n.normalize();
cosangle = math::dotproduct(camera_axis.left(), target_axis.left());
angle = acos(cosangle) * seconds; // * 180.0f / M_PI;
if (angle > MIN_DELTA)
camera_axis.rotate(n, -angle);
}
n.assign(math::crossproduct(camera_axis.up(), target_axis.up()));
if (!(n.length() < MIN_DELTA)) {
n.normalize();
cosangle = math::dotproduct(camera_axis.up(), target_axis.up());
angle = acos(cosangle) * seconds; // * 180.0f / M_PI;
if (angle > MIN_DELTA)
camera_axis.rotate(n, -angle);
}
/*
if (core::localcontrol()->model()) {
camera_target -= (core::localcontrol()->model()->maxbbox().x + core::localcontrol()->model()->radius() + 0.1f) * 0.5f * camera_axis.forward();
camera_target += (core::localcontrol()->model()->maxbbox().z + core::localcontrol()->model()->radius() + 0.1f) * 0.5f * camera_axis.up();
}
*/
float f = ( camera_frustum_size/State::aspect() );
camera_target += camera_axis.up() * math::max(f, core::localcontrol()->radius());
distance = math::max(f, core::localcontrol()->radius()) + camera_zoom * core::localcontrol()->radius();
} 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);
/*
// set distance and location
distance = camera_zoom * core::localcontrol()->radius();
//distance += (2.0f*core::localcontrol()->radius()) / ( camera_frustum_size/State::aspect() );
camera_target -= COS_PI_4 * (core::localcontrol()->model() ? core::localcontrol()->model()->maxbbox().x : core::localcontrol()->radius()) * camera_axis.forward();
camera_target += COS_PI_4 * (core::localcontrol()->model() ? core::localcontrol()->model()->maxbbox().z : core::localcontrol()->radius()) * camera_axis.up(); camera_target += camera_frustum_size/State::aspect() * target_axis.up();
*/
float f = ( camera_frustum_size/State::aspect() );
distance = f + camera_zoom * core::localcontrol()->radius();
} else if (mode() == Cockpit) {
camera_axis.assign(target_axis);
if (core::localcontrol()->model()) {
camera_target += (core::localcontrol()->model()->maxbbox().x+0.05) *
core::localcontrol()->axis().forward();
} else {
camera_target += (core::localcontrol()->radius() + 0.05) *
core::localcontrol()->axis().forward();
}
distance = 0.0f;
}
}
distance += camera_frustum_front;
// calculate eye position
camera_eye = camera_target - (distance * camera_axis.forward());
}
void Camera::frustum()
{
// Change to the projection matrix and set our viewing volume large enough for the skysphere
gl::matrixmode(GL_PROJECTION);
gl::loadidentity();
gl::frustum(-camera_frustum_size, camera_frustum_size, -camera_frustum_size/State::aspect(), camera_frustum_size/State::aspect(), camera_frustum_front, 1023.0f);
gl::matrixmode(GL_MODELVIEW);
gl::loadidentity();
// map world coordinates to opengl coordinates
gl::rotate(90.0f, 0.0f, 1.0f, 0.0f);
gl::rotate(-90.0f, 1.0f , 0.0f, 0.0f);
// apply the transpose of the axis transformation (the axis is orhtonormal)
math::Matrix4f matrix;
matrix.assign(camera_axis);
gl::multmatrix(matrix.transpose());
gl::translate(-1.0f * camera_eye);
}
void Camera::ortho()
{
// switch to orthographic projection
gl::matrixmode(GL_PROJECTION);
gl::loadidentity();
glOrtho(0, State::width(), State::height(), 0, -16.0f, 16.0f);
gl::matrixmode(GL_MODELVIEW);
gl::loadidentity();
}
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);
}
float Camera::frustum_front()
{
return camera_frustum_front;
}
float Camera::frustum_size()
{
return camera_frustum_size;
}
}
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