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//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
#include "ICameraControl.h"
#include "../../Common/Math.inl"
#include "../../RuntimeObjectSystem/ObjectInterfacePerModule.h"
#include "../../Systems/SystemTable.h"
#include "../../Systems/IEntitySystem.h"
#include "../../Systems/IAssetSystem.h"
#include "../../Systems/ILogSystem.h"
#include "../../RuntimeObjectSystem/ISimpleSerializer.h"
#include "../../Systems/IGame.h"
#include <cmath>
#include <assert.h>
#include <algorithm>
//////////////////////////////////////////////////////////////////////////
// We serialize all the current camera values if any have been changed
// via ICameraControl interface, otherwise we reload the initial values
// below, allowing them to be experimented with at runtime
//////////////////////////////////////////////////////////////////////////
// Initial Values
static const AUVec3f initialPos = AUVec3f( 0.0f, -1000.0f, 0.0f );
static const float initialMoveSpeed = 10.0f;
class CameraControl: public ICameraControl
{
public:
CameraControl()
{
m_bModified = false;
m_currentPos = initialPos;
m_targetPos = initialPos;
m_fMoveSpeed = initialMoveSpeed;
m_fWindowWidth = 0;
m_fWindowHeight = 0;
}
virtual ~CameraControl()
{
if( m_pEntity )
{
m_pEntity->SetUpdateable(NULL);
}
}
// IEntityObject
virtual void Serialize(ISimpleSerializer *pSerializer)
{
AU_ASSERT(pSerializer);
IEntityObject::Serialize(pSerializer);
SERIALIZE(m_bModified);
if (m_bModified)
{
SERIALIZE(m_currentPos);
SERIALIZE(m_targetPos);
SERIALIZE(m_fMoveSpeed);
}
}
virtual void Init( bool isFirstInit )
{
m_pEntity->SetUpdateable( this );
PerModuleInterface::g_pSystemTable->pGame->GetWindowSize( m_fWindowWidth, m_fWindowHeight );
}
// ~IEntityObject
// IAUUpdateable
virtual void Update( float deltaTime )
{
if (m_currentPos != m_targetPos)
{
float fDist = (m_targetPos - m_currentPos).Magnitude();
float fFrameDist = std::min(fDist, m_fMoveSpeed * deltaTime);
float fInterp = fFrameDist / fDist;
m_currentPos = m_currentPos.Lerp(m_targetPos, fInterp);
}
}
// ~IAUUpdateable
// ICameraControl
virtual AUVec3f GetCurrentPos() const
{
return m_currentPos;
}
virtual AUVec3f GetTargetPos() const
{
return m_targetPos;
}
virtual void SetTargetPos(const AUVec3f& pos)
{
m_targetPos = pos;
m_bModified = true;
}
virtual float GetMoveSpeed() const
{
return m_fMoveSpeed;
}
virtual void SetMoveSpeed(float fSpeed)
{
m_fMoveSpeed = std::max(0.f, fSpeed);
m_bModified = true;
}
virtual AUVec3f Project( const AUVec3f& worldPos ) const
{
// Camera is simple orthographic, so projection operation is just a translation
// and a conversion of +z to -y (due to the flip of world space Z to screen space y)
AUVec3f screenPos = AUVec3f( worldPos.x + m_fWindowWidth * 0.5f - m_currentPos.x,
-( worldPos.z - m_fWindowHeight * 0.5f - m_currentPos.z ),
0.0f );
return screenPos;
}
virtual AUVec3f Unproject( const AUVec3f& screenPos ) const
{
// Camera is simple orthographic, so unprojection operation is just a translation
// and a conversion of +y to -z (due to the flip of screen space y to world space Z)
AUVec3f worldPos = AUVec3f( screenPos.x - m_fWindowWidth * 0.5f + m_currentPos.x,
0.0f,
-( screenPos.y - m_fWindowHeight * 0.5f - m_currentPos.z ) );
return worldPos;
}
// ~ICameraControl
private:
bool m_bModified;
AUVec3f m_currentPos;
AUVec3f m_targetPos;
float m_fMoveSpeed;
float m_fWindowWidth;
float m_fWindowHeight;
};
REGISTERCLASS(CameraControl);