mirror of https://github.com/skeeto/pixelcity.git
404 lines
10 KiB
C++
404 lines
10 KiB
C++
/*-----------------------------------------------------------------------------
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Camera.cpp
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2009 Shamus Young
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-------------------------------------------------------------------------------
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This tracks the position and oritentation of the camera. In screensaver
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mode, it moves the camera around the world in order to create dramatic
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views of the hot zone.
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-----------------------------------------------------------------------------*/
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#define EYE_HEIGHT 2.0f
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#define MAX_PITCH 85
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#define FLYCAM_CIRCUT 60000
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#define FLYCAM_CIRCUT_HALF (FLYCAM_CIRCUT / 2)
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#define FLYCAM_LEG (FLYCAM_CIRCUT / 4)
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#define ONE_SECOND 1000
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#define CAMERA_CHANGE_INTERVAL 15
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#define CAMERA_CYCLE_LENGTH (CAMERA_MODES*CAMERA_CHANGE_INTERVAL)
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#include <windows.h>
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#include <math.h>
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#include <time.h>
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#include "glTypes.h"
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#include "ini.h"
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#include "macro.h"
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#include "math.h"
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#include "world.h"
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#include "win.h"
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enum
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{
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CAMERA_FLYCAM1,
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CAMERA_ORBIT_INWARD,
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CAMERA_ORBIT_OUTWARD,
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CAMERA_ORBIT_ELLIPTICAL,
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CAMERA_FLYCAM2,
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CAMERA_SPEED,
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CAMERA_SPIN,
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CAMERA_FLYCAM3,
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CAMERA_MODES
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};
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static GLvector angle;
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static GLvector position;
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static GLvector auto_angle;
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static GLvector auto_position;
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static float distance;
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static float movement;
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static bool moving;
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static bool cam_auto;
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static float tracker;
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static unsigned last_update;
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static int camera_behavior;
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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static GLvector flycam_position (unsigned t)
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{
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unsigned leg;
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float delta;
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GLvector start, end;
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GLbbox hot_zone;
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hot_zone = WorldHotZone ();
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t %= FLYCAM_CIRCUT;
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leg = t / FLYCAM_LEG;
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delta = (float)(t % FLYCAM_LEG) / FLYCAM_LEG;
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switch (leg) {
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case 0:
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start = glVector (hot_zone.min.x, 25.0f, hot_zone.min.z);
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end = glVector (hot_zone.min.x, 60.0f, hot_zone.max.z);
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break;
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case 1:
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start = glVector (hot_zone.min.x, 60.0f, hot_zone.max.z);
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end = glVector (hot_zone.max.x, 25.0f, hot_zone.max.z);
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break;
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case 2:
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start = glVector (hot_zone.max.x, 25.0f, hot_zone.max.z);
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end = glVector (hot_zone.max.x, 60.0f, hot_zone.min.z);
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break;
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case 3:
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start = glVector (hot_zone.max.x, 60.0f, hot_zone.min.z);
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end = glVector (hot_zone.min.x, 25.0f, hot_zone.min.z);
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break;
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}
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delta = MathScalarCurve (delta);
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return glVectorInterpolate (start, end, delta);
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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static void do_auto_cam ()
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{
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float dist;
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unsigned t;
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unsigned elapsed;
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unsigned now;
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int behavior;
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GLvector target;
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now = GetTickCount ();
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elapsed = now - last_update;
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elapsed = MIN (elapsed, 1000); //limit to 1 second worth of time
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if (elapsed == 0)
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return;
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last_update = now;
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t = time (NULL) % CAMERA_CYCLE_LENGTH;
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#if SCREENSAVER
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behavior = t / CAMERA_CHANGE_INTERVAL;
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#else
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behavior = camera_behavior;
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#endif
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tracker += (float)elapsed / 100.0f;
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//behavior = CAMERA_FLYCAM1;
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switch (behavior) {
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case CAMERA_ORBIT_INWARD:
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auto_position.x = WORLD_HALF + sinf (tracker * DEGREES_TO_RADIANS) * 150.0f;
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auto_position.y = 60.0f;
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auto_position.z = WORLD_HALF + cosf (tracker * DEGREES_TO_RADIANS) * 150.0f;
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target = glVector (WORLD_HALF, 40.0f, WORLD_HALF);
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break;
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case CAMERA_ORBIT_OUTWARD:
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auto_position.x = WORLD_HALF + sinf (tracker * DEGREES_TO_RADIANS) * 250.0f;
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auto_position.y = 60.0f;
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auto_position.z = WORLD_HALF + cosf (tracker * DEGREES_TO_RADIANS) * 250.0f;
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target = glVector (WORLD_HALF, 30.0f, WORLD_HALF);
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break;
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case CAMERA_ORBIT_ELLIPTICAL:
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dist = 150.0f + sinf (tracker * DEGREES_TO_RADIANS / 1.1f) * 50;
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auto_position.x = WORLD_HALF + sinf (tracker * DEGREES_TO_RADIANS) * dist;
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auto_position.y = 60.0f;
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auto_position.z = WORLD_HALF + cosf (tracker * DEGREES_TO_RADIANS) * dist;
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target = glVector (WORLD_HALF, 50.0f, WORLD_HALF);
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break;
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case CAMERA_FLYCAM1:
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case CAMERA_FLYCAM2:
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case CAMERA_FLYCAM3:
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auto_position = (flycam_position (now) + flycam_position (now + 4000)) / 2.0f;
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target = flycam_position (now + FLYCAM_CIRCUT_HALF - ONE_SECOND * 3);
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break;
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case CAMERA_SPEED:
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auto_position = (flycam_position (now) + flycam_position (now + 500)) / 2.0f;
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target = flycam_position (now + ONE_SECOND * 5);
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auto_position.y /= 2;
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target.y /= 2;
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break;
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case CAMERA_SPIN:
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default:
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target.x = WORLD_HALF + sinf (tracker * DEGREES_TO_RADIANS) * 300.0f;
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target.y = 30.0f;
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target.z = WORLD_HALF + cosf (tracker * DEGREES_TO_RADIANS) * 300.0f;
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auto_position.x = WORLD_HALF + sinf (tracker * DEGREES_TO_RADIANS) * 50.0f;
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auto_position.y = 60.0f;
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auto_position.z = WORLD_HALF + cosf (tracker * DEGREES_TO_RADIANS) * 50.0f;
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}
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dist = MathDistance (auto_position.x, auto_position.z, target.x, target.z);
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auto_angle.y = MathAngle (-MathAngle (auto_position.x, auto_position.z, target.x, target.z));
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auto_angle.x = 90.0f + MathAngle (0, auto_position.y, dist, target.y);
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraAutoToggle ()
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{
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cam_auto = !cam_auto;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraNextBehavior ()
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{
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camera_behavior++;
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camera_behavior %= CAMERA_MODES;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraYaw (float delta)
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{
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moving = true;
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angle.y -= delta;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraPitch (float delta)
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{
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moving = true;
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angle.x -= delta;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraPan (float delta)
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{
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float move_x, move_y;
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moving = true;
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move_x = (float)sin (-angle.y * DEGREES_TO_RADIANS) / 10.0f;
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move_y = (float)cos (-angle.y * DEGREES_TO_RADIANS) / 10.0f;
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position.x -= move_y * delta;
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position.z -= -move_x * delta;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraForward (float delta)
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{
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float move_x, move_y;
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moving = true;
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move_y = (float)sin (-angle.y * DEGREES_TO_RADIANS) / 10.0f;
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move_x = (float)cos (-angle.y * DEGREES_TO_RADIANS) / 10.0f;
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position.x -= move_y * delta;
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position.z -= move_x * delta;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraSelectionPitch (float delta)
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{
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraSelectionZoom (float delta)
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{
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraSelectionYaw (float delta)
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{
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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GLvector CameraPosition (void)
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{
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if (cam_auto)
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return auto_position;
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return position;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraReset ()
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{
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position.y = 50.0f;
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position.x = WORLD_HALF;
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position.z = WORLD_HALF;
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angle.x = 0.0f;
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angle.y = 0.0f;
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angle.z = 0.0f;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraPositionSet (GLvector new_pos)
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{
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position = new_pos;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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GLvector CameraAngle (void)
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{
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if (cam_auto)
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return auto_angle;
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return angle;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraAngleSet (GLvector new_angle)
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{
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angle = new_angle;
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angle.x = CLAMP (angle.x, -80.0f, 80.0f);
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraInit (void)
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{
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angle = IniVector ("CameraAngle");
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position = IniVector ("CameraPosition");
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraUpdate (void)
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{
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#if SCREENSAVER
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cam_auto = true;
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#endif
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if (cam_auto)
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do_auto_cam ();
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if (moving)
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movement *= 1.1f;
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else
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movement = 0.0f;
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movement = CLAMP (movement, 0.01f, 1.0f);
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if (angle.y < 0.0f)
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angle.y = 360.0f - (float)fmod (fabs (angle.y), 360.0f);
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angle.y = (float)fmod (angle.y, 360.0f);
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angle.x = CLAMP (angle.x, -MAX_PITCH, MAX_PITCH);
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moving = false;
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}
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/*-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------*/
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void CameraTerm (void)
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{
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//just store our most recent position in the ini
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IniVectorSet ("CameraAngle", angle);
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IniVectorSet ("CameraPosition", position);
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}
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