2015-12-03 00:37:02 +00:00
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#include "gl_camera.h"
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#include "gl_screen.h"
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#include "opengta.h"
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#include "dataholder.h"
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#include <iostream>
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#include "log.h"
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#include "blockdata.h"
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using namespace OpenGTA;
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float slope_height_offset(unsigned char slope_type, float dx, float dz);
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namespace OpenGL {
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/* implementation mainly taken from:
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*
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* "Talk to me like I'm a 3 year old!" Programming Lessons
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* by DigiBen (digiben@gametutorials.com)
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*
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*/
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Camera::Camera() : eye(), center(), up(), doRotate(false),
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camGravity(false), gameCamMode(false), followTarget(¢er) {
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interpolateStart = 0;
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interpolateEnd = 0;
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}
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void Camera::update_game(Uint32 ticks) {
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Vector3D delta(center - *followTarget);
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//INFO << delta.x << ", " << delta.y << ", " << delta.z << std::endl;
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2015-12-03 00:37:37 +00:00
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float height_dist = fabs(delta.y);
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2015-12-03 00:37:02 +00:00
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delta.y = 0;
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2015-12-03 00:37:37 +00:00
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if (camGravity) {
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if (center.y - followTarget->y > 4.1) {
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delta.y = 0.001f * height_dist;
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}
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else if (center.y - followTarget->y < 3.9) {
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delta.y = -0.001f * height_dist;
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}
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}
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//INFO << center.y << " " << followTarget->y<< " " << height_dist << std::endl;
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2015-12-03 00:37:02 +00:00
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center += -delta;
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eye += -delta;
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gluLookAt(eye.x, eye.y, eye.z, center.x, center.y, center.z,
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up.x, up.y, up.z);
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}
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void Camera::setFollowMode(const Vector3D & target) {
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followTarget = ⌖
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//INFO << "following " << target.x << ", " << target.y << ", " << target.z << std::endl;
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gameCamMode = 1;
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}
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void Camera::releaseFollowMode() {
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followTarget = ¢er;
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gameCamMode = 0;
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}
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void Camera::update(Uint32 ticks) {
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if (gameCamMode) {
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update_game(ticks);
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return;
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}
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moveByMouse();
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float x,y,z;
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x = floor(eye.x);
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y = floor(eye.y);
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z = floor(eye.z);
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int do_grav = 1;
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float delta_y = 0;
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if (camGravity && do_grav) {
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center.y -= 0.1f * ticks/40.0f;
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eye.y -= 0.1f * ticks/40.0f;
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}
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OpenGTA::Map & map = OpenGTA::MapHolder::Instance().get();
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if (y < map.getNumBlocksAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z)) && y > 0.0f) {
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OpenGTA::Map::BlockInfo * block = map.getBlockAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z), PHYSFS_uint8(y));
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if (block->blockType() > 0 && block->blockType() <= 5) {
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float bz = slope_height_offset(block->slopeType(), eye.x - x, eye.z - z);
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if (block->slopeType() == 0 && block->blockType() != 5)
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bz -= 1;
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//INFO << int(block->blockType()) << ", " << eye.y << ", " <<
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// eye.y - y << ", " << eye.y - y - bz << ", " << bz << std::endl;
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float react_delta = 0.3f;
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if (block->blockType() == 5)
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react_delta = 0.0f;
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if (eye.y - y - bz < react_delta) {
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//do_grav = 0;
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Vector3D new_eye(eye);
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new_eye.y = y + bz + react_delta;
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delta_y = new_eye.y - eye.y;
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center.y = center.y - eye.y + new_eye.y;
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eye.y = new_eye.y;
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}
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}
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#if 0
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if (y >= 1.0f) {
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block = map.getBlockAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z), PHYSFS_uint8(y-1));
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if (block->blockType() > 0) {
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INFO << "below is " << int(block->blockType()) << std::endl;
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center.y = center.y - eye.y + y + 0.3f;
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eye.y = y + 0.3f;
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}
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}
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#endif
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}
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y -= 1;
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if (y < map.getNumBlocksAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z)) && y > 0.0f) {
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OpenGTA::Map::BlockInfo * block = map.getBlockAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z), PHYSFS_uint8(y));
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if (block->blockType() == 5) {
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float bz = slope_height_offset(block->slopeType(), eye.x - x, eye.z - z);
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//INFO << eye.y << ", " << y << " bz " << bz << std::endl;
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if (eye.y - y - bz < 0.4f) {
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Vector3D new_eye(eye);
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new_eye.y = y + bz + 0.4;
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delta_y = new_eye.y - eye.y;
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//INFO << "setting " << new_eye.y << std::endl;
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center.y = center.y - eye.y + new_eye.y;
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eye.y = new_eye.y;
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do_grav = 0;
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}
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}
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}
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/*
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if (camGravity && do_grav) {
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Vector dn(0, -0.1f*do_grav, 0);
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eye += dn;
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center += dn;
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}*/
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/*
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if (camGravity && do_grav) {
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center.y -= 0.1f * ticks/40.0f;
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eye.y -= 0.1f * ticks/40.0f;
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}*/
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if (interpolateStart) {
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float as_one = float(interpolateStart - 1) / interpolateEnd;
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Vector3D now = (1 - as_one) * interpolateFrom + as_one * interpolateTo;
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center = center - eye + now;
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eye = now;
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interpolateStart += ticks;
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if (interpolateStart > interpolateEnd)
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interpolateStart = 0;
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}
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else {
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if (speed > 0.01f || speed < -0.01f) {
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Vector3D v = center - eye;
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if (camGravity)
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v.y = delta_y;
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v = v.Normalized();
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center += speed * ticks/40.0f * v;
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eye += speed * ticks/40.0f * v;
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//INFO << v.y << std::endl;
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}
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if (doRotate)
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rotateAround(Vector3D(center.x, 0, center.z), 0, 0.01f, 0);
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}
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gluLookAt(eye.x, eye.y, eye.z, center.x, center.y, center.z,
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up.x, up.y, up.z);
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}
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void Camera::setRotating(bool demo) {
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doRotate = demo;
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}
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void Camera::setCamGravity(bool demo) {
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camGravity = demo;
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}
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void Camera::setVectors(const Vector3D & e, const Vector3D & c, const Vector3D & u) {
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eye = e;
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center = c;
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up = u;
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}
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void Camera::setSpeed(float new_speed) {
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speed = new_speed;
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}
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void Camera::translateBy(const Vector3D & t) {
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eye += t;
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center += t;
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}
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void Camera::translateTo(const Vector3D & e) {
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Vector3D rel = eye - e;
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translateBy(rel);
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}
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void Camera::rotateView(float x, float y, float z) {
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Vector3D v = center - eye;
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if (x) {
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center.z = eye.z + sin(x) * v.y + cos(x) * v.z;
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center.y = eye.y + cos(x) * v.y - sin(x) * v.z;
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}
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if (y) {
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center.z = eye.z + sin(y) * v.x + cos(y) * v.z;
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center.x = eye.x + cos(y) * v.x - sin(y) * v.z;
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}
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if (z) {
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center.x = eye.x + sin(z) * v.y + cos(z) * v.x;
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center.y = eye.y + cos(z) * v.y - sin(z) * v.x;
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}
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}
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void Camera::rotateAround(const Vector3D & lookAt, float x, float y, float z) {
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Vector3D v = eye - lookAt;
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if (x) {
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eye.z = lookAt.z + sin(x) * v.y + cos(x) * v.z;
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eye.y = lookAt.y + cos(x) * v.y - sin(x) * v.z;
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}
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if (y) {
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eye.z = lookAt.z + sin(y) * v.x + cos(y) * v.z;
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eye.x = lookAt.x + cos(y) * v.x - sin(y) * v.z;
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}
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if (z) {
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eye.x = lookAt.x + sin(z) * v.y + cos(z) * v.x;
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eye.y = lookAt.y + cos(z) * v.y - sin(z) * v.x;
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}
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}
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void Camera::moveByMouse() {
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Screen & screen = ScreenHolder::Instance();
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int w, h;
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w = screen.getWidth() / 2;
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h = screen.getHeight() / 2;
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int mx, my;
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SDL_GetMouseState(&mx, &my);
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SDL_WarpMouse(w, h);
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if ((mx == w) && (my == h))
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return;
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float rot_x = (float(w) - mx) / 100;
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float rot_y = (float(h) - my) / 100;
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center.y += rot_y * 8;
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if (center.y - eye.y > 15)
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center.y = eye.y + 15;
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else if (center.y - eye.y < -15)
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center.y = eye.y - 15;
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rotateView(0, -rot_x, 0);
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}
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void Camera::interpolate(const Vector3D & to, const Uint32 & start, const Uint32 & end) {
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interpolateFrom = eye;
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interpolateTo = to;
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interpolateStart = start;
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interpolateEnd = end;
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}
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#if 0
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void QuaternionCamera::update(Uint32 ticks) {
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float cur_ratio = 0;
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quat step = exp(sampleLinear(ln_start, ln_end, cur_ratio));
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mtx44 m = quatToRotationMatrix(step);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMultMatrixf((float*)m.x);
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}
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#endif
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}
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