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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 "render/camera.h"
#include "render/gl.h"
#include "render/state.h"
#include "core/entity.h"
#include "core/range.h"
#include "math/functions.h"
#include "sys/sys.h"


namespace render
{

const float 		MIN_DELTA = 10e-10;
const float 		COS_PI_4  = sqrt(2.0f) * 0.5f;


Camera::Camera(const Mode mode)
{
	_mode = mode;
	_distance = 1.0f;
	_multiplier = 1.0f;
	_target_entity = 0;
	
	_freelook_direction = 0.0f;
	_freelook_pitch = 0.0f;
	
	_movement_direction = 0.0f;
	_movement_pitch = 0.0f;
}

Camera::~Camera()
{
}

void Camera::set_mode(const Mode mode)
{
	_mode = mode;
	reset();
}

void Camera::set_multiplier(const float multiplier)
{
	_multiplier = multiplier;
}

void Camera::set_freelook_direction(const float angle)
{
	_freelook_direction = angle;
}

void Camera::set_freelook_pitch(const float angle)
{
	_freelook_pitch = angle;
}

void Camera::set_movement_direction(const float speed)
{
	_movement_direction = speed;
	math::clamp(_movement_direction, -1.0f, 1.0f);
}
	
void Camera::set_movement_pitch(const float speed)
{
	_movement_pitch = speed;
	math::clamp(_movement_pitch, -1.0f, 1.0f);
}

void Camera::cycle_mode_next()
{

	switch (mode()) {
		case Free:
			set_mode(Track);
			break;

		case Track:
			set_mode(Cockpit);
			break;

		case Cockpit:
			set_mode(Free);
			break;

		default:
			break;
	}
}

void Camera::cycle_mode_previous()
{
	switch (mode()) {
		case Cockpit:
			set_mode(Track);
			break;

		case Free:
			set_mode(Cockpit);
			break;

		case Track:
			set_mode(Free);
			break;

		default:
			break;
	}
}

void Camera::reset()
{
	if (target())
	{
		_target_location.assign(target()->location());
		_target_axis.assign(target()->axis());
		_distance = 0.0f;
	}
	else
	{
		_location.clear();
		_target_axis.clear();
		_distance = 0.0f;
	}	
	_axis.assign(_target_axis);
	if (mode() == Free)
	{
		_target_axis.clear();
	}
	
	_freelook_direction = 0.0f;
	_freelook_pitch = 0.0f;

	_movement_direction = 0.0f;
	_movement_pitch = 0.0f;
}
void Camera::set_target(const core::Entity *entity)
{
	_target_entity = entity;	
}

void Camera::frame(const float elapsed)
{
	const float ROTATESPEED = 25.0f * elapsed;
	switch(mode())
	{
		case Track:
		{
			math::Axis desired_axis;
				
			// 3rd person view
			if (target())
			{
				_target_location.assign(target()->location());
				
				if (target()->model())
				{
					const float modelscale = target()->radius() / target()->model()->radius();
					_target_location += target()->axis().up() * target()->model()->box().max().z() * modelscale;
				}
				else
				{
					_target_location += target()->axis().up() * target()->radius();
				}
				desired_axis.assign(target()->axis());
				_distance = target()->radius() * _multiplier * 2.0f;
			}
			else
			{
				_target_location.assign(0.0f, 0.0f, 1.0f);
				_distance = _multiplier  * 2.0f;
			}		
			// FIXME Bad solution below
			
			math::Vector3f n (math::crossproduct(_target_axis.forward(), desired_axis.forward()));
			float l = n.length();
			float d = math::dotproduct(_target_axis.forward(), desired_axis.forward());	
			float a = (d > 0.0f ? 1.0f - d : 1.0f);			
			if ((a  > MIN_DELTA) && (l > MIN_DELTA))
			{
				n.normalize();
				_target_axis.rotate(n, -ROTATESPEED * a);
				
			}
			
			n.assign (math::crossproduct(_target_axis.up(), desired_axis.up()));
			l = n.length();
			d = math::dotproduct(_target_axis.up(), desired_axis.up());	
			a = (d > 0.0f ? 1.0f - d : 1.0f);
			if ((a  > MIN_DELTA) && (l > MIN_DELTA))
			{
				n.normalize();
				_target_axis.rotate(n, -ROTATESPEED * a);
				
			}

			_axis.assign(_target_axis);
			_axis.change_direction(_freelook_direction);
			_axis.change_pitch(_freelook_pitch);
			break;
		}
			
		case Cockpit:
		{
			// 1st person view
			if (target())
			{
				_target_location.assign(target()->location());
				_target_axis.assign(target()->axis());
				_distance = 0.0f;
			}
			else
			{
				_target_location.clear();
				_target_axis.clear();
				_distance = 0.0f;
			}
			
			_axis.assign(_target_axis);
			_axis.change_direction(_freelook_direction);
			_axis.change_pitch(_freelook_pitch);
			break;
		}	
		case Free:
		{
			// look at self
			if (target())
			{
				_target_location.assign(target()->location());
				_axis.assign(target()->axis());
				
				_distance = target()->radius() * _multiplier  * 2.0f;
			}
			else
			{
				_target_location.clear();
				_axis.clear();
				
				_distance = _multiplier  * 2.0f;
			}

			_target_axis.rotate(math::Vector3f(0.0f, 0.0f, 1.0f), -M_PI * _movement_direction * elapsed);
			_target_axis.change_pitch(180.0f * _movement_pitch * elapsed);
			
			_axis.assign(_axis * _target_axis);
			_axis.change_direction(_freelook_direction);
			_axis.change_pitch(_freelook_pitch);
			break;
		}	
		case Overview:
		{
			if (target())
			{
				_target_location.assign(target()->location());
				_target_axis.assign(target()->axis());
				_distance = 2.0f * target()->radius() * _multiplier;
				
				_target_axis.change_direction(180.0f);
				
				// default pitch angle
				_target_axis.change_pitch(-5.0f);
			}
			else
			{
				_target_location.clear();
				_target_axis.clear();
				
				_distance = 2.0f * _multiplier;
			}
			
			_axis.assign(_target_axis);
			break;
		}
	}
	
	_distance += FRUSTUMFRONT / WORLDSCALE;
	_location.assign(_target_location - _axis.forward() * _distance);
}

void Camera::draw()
{
	// Change to the projection matrix and set our viewing volume large enough for the skysphere
	gl::matrixmode(GL_PROJECTION);
	gl::loadidentity();

	gl::frustum(-FRUSTUMSIZE, FRUSTUMSIZE, -FRUSTUMSIZE / State::aspect(), FRUSTUMSIZE / State::aspect(), FRUSTUMFRONT, FARPLANE);
	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(_axis);
	gl::multmatrix(matrix.transpose());

	// apply world scale
	gl::scale(WORLDSCALE, WORLDSCALE, WORLDSCALE);

	// apply camera eye translation
	gl::translate(-1.0f * _location);
}

void Camera::draw(const float center_x, const float center_y)
{
	// Change to the projection matrix and set our viewing volume large enough for the skysphere
	gl::matrixmode(GL_PROJECTION);
	gl::loadidentity();

	// move projection center to (cx, cy)
	// note: the factor 2.0f probably has to be 1.0f/frustum_size
	gl::translate(2.0f*(-State::width() * 0.5f + center_x) / State::width() , 2.0f * (State::height() * 0.5f - center_y) / State::height(), 0.0f);

	gl::frustum(-FRUSTUMSIZE, FRUSTUMSIZE, -FRUSTUMSIZE / State::aspect(), FRUSTUMSIZE / State::aspect(), FRUSTUMFRONT, 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(_axis);
	gl::multmatrix(matrix.transpose());

	// apply camera eye translation
	gl::translate(-1.0f * _location);
}

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();
}
	

} // namespace render