#include "gl_camera.h" #include "gl_screen.h" #include "opengta.h" #include "dataholder.h" #include #include "log.h" #include "blockdata.h" using namespace OpenGTA; float slope_height_offset(unsigned char slope_type, float dx, float dz); namespace OpenGL { /* implementation mainly taken from: * * "Talk to me like I'm a 3 year old!" Programming Lessons * by DigiBen (digiben@gametutorials.com) * */ Camera::Camera() : eye(), center(), up(), doRotate(false), camGravity(false), gameCamMode(false), followTarget(¢er) { interpolateStart = 0; interpolateEnd = 0; } void Camera::update_game(Uint32 ticks) { Vector3D delta(center - *followTarget); //INFO << delta.x << ", " << delta.y << ", " << delta.z << std::endl; float height_dist = fabs(delta.y); delta.y = 0; if (camGravity) { if (center.y - followTarget->y > 4.1) { delta.y = 0.001f * height_dist; } else if (center.y - followTarget->y < 3.9) { delta.y = -0.001f * height_dist; } } //INFO << center.y << " " << followTarget->y<< " " << height_dist << std::endl; center += -delta; eye += -delta; gluLookAt(eye.x, eye.y, eye.z, center.x, center.y, center.z, up.x, up.y, up.z); } void Camera::setFollowMode(const Vector3D & target) { followTarget = ⌖ //INFO << "following " << target.x << ", " << target.y << ", " << target.z << std::endl; gameCamMode = 1; } void Camera::releaseFollowMode() { followTarget = ¢er; gameCamMode = 0; } void Camera::update(Uint32 ticks) { if (gameCamMode) { update_game(ticks); return; } moveByMouse(); float x,y,z; x = floor(eye.x); y = floor(eye.y); z = floor(eye.z); int do_grav = 1; float delta_y = 0; if (camGravity && do_grav) { center.y -= 0.1f * ticks/40.0f; eye.y -= 0.1f * ticks/40.0f; } OpenGTA::Map & map = OpenGTA::MapHolder::Instance().get(); if (y < map.getNumBlocksAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z)) && y > 0.0f) { OpenGTA::Map::BlockInfo * block = map.getBlockAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z), PHYSFS_uint8(y)); if (block->blockType() > 0 && block->blockType() <= 5) { float bz = slope_height_offset(block->slopeType(), eye.x - x, eye.z - z); if (block->slopeType() == 0 && (block->blockType() != 5 && block->blockType() != 6)) bz -= 1; //INFO << int(block->blockType()) << ", " << eye.y << ", " << // eye.y - y << ", " << eye.y - y - bz << ", " << bz << std::endl; float react_delta = 0.3f; if (block->blockType() == 5 || block->blockType() == 6) react_delta = 0.0f; if (eye.y - y - bz < react_delta) { //do_grav = 0; Vector3D new_eye(eye); new_eye.y = y + bz + react_delta; delta_y = new_eye.y - eye.y; center.y = center.y - eye.y + new_eye.y; eye.y = new_eye.y; } } #if 0 if (y >= 1.0f) { block = map.getBlockAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z), PHYSFS_uint8(y-1)); if (block->blockType() > 0) { INFO << "below is " << int(block->blockType()) << std::endl; center.y = center.y - eye.y + y + 0.3f; eye.y = y + 0.3f; } } #endif } y -= 1; if (y < map.getNumBlocksAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z)) && y > 0.0f) { OpenGTA::Map::BlockInfo * block = map.getBlockAtNew(PHYSFS_uint8(x), PHYSFS_uint8(z), PHYSFS_uint8(y)); if (block->blockType() == 5 || block->blockType() == 6) { float bz = slope_height_offset(block->slopeType(), eye.x - x, eye.z - z); //INFO << eye.y << ", " << y << " bz " << bz << std::endl; if (eye.y - y - bz < 0.4f) { Vector3D new_eye(eye); new_eye.y = y + bz + 0.4; delta_y = new_eye.y - eye.y; //INFO << "setting " << new_eye.y << std::endl; center.y = center.y - eye.y + new_eye.y; eye.y = new_eye.y; do_grav = 0; } } } /* if (camGravity && do_grav) { Vector dn(0, -0.1f*do_grav, 0); eye += dn; center += dn; }*/ /* if (camGravity && do_grav) { center.y -= 0.1f * ticks/40.0f; eye.y -= 0.1f * ticks/40.0f; }*/ if (interpolateStart) { float as_one = float(interpolateStart - 1) / interpolateEnd; Vector3D now = (1 - as_one) * interpolateFrom + as_one * interpolateTo; center = center - eye + now; eye = now; interpolateStart += ticks; if (interpolateStart > interpolateEnd) interpolateStart = 0; } else { if (speed > 0.01f || speed < -0.01f) { Vector3D v = center - eye; if (camGravity) v.y = delta_y; v = v.Normalized(); center += speed * ticks/40.0f * v; eye += speed * ticks/40.0f * v; //INFO << v.y << std::endl; } if (doRotate) rotateAround(Vector3D(center.x, 0, center.z), 0, 0.01f, 0); } gluLookAt(eye.x, eye.y, eye.z, center.x, center.y, center.z, up.x, up.y, up.z); } void Camera::setRotating(bool demo) { doRotate = demo; } void Camera::setCamGravity(bool demo) { camGravity = demo; } void Camera::setVectors(const Vector3D & e, const Vector3D & c, const Vector3D & u) { eye = e; center = c; up = u; } void Camera::setSpeed(float new_speed) { speed = new_speed; } void Camera::translateBy(const Vector3D & t) { eye += t; center += t; } void Camera::translateTo(const Vector3D & e) { Vector3D rel = eye - e; translateBy(rel); } void Camera::rotateView(float x, float y, float z) { Vector3D v = center - eye; if (x) { center.z = eye.z + sin(x) * v.y + cos(x) * v.z; center.y = eye.y + cos(x) * v.y - sin(x) * v.z; } if (y) { center.z = eye.z + sin(y) * v.x + cos(y) * v.z; center.x = eye.x + cos(y) * v.x - sin(y) * v.z; } if (z) { center.x = eye.x + sin(z) * v.y + cos(z) * v.x; center.y = eye.y + cos(z) * v.y - sin(z) * v.x; } } void Camera::rotateAround(const Vector3D & lookAt, float x, float y, float z) { Vector3D v = eye - lookAt; if (x) { eye.z = lookAt.z + sin(x) * v.y + cos(x) * v.z; eye.y = lookAt.y + cos(x) * v.y - sin(x) * v.z; } if (y) { eye.z = lookAt.z + sin(y) * v.x + cos(y) * v.z; eye.x = lookAt.x + cos(y) * v.x - sin(y) * v.z; } if (z) { eye.x = lookAt.x + sin(z) * v.y + cos(z) * v.x; eye.y = lookAt.y + cos(z) * v.y - sin(z) * v.x; } } void Camera::moveByMouse() { Screen & screen = ScreenHolder::Instance(); int w, h; w = screen.getWidth() / 2; h = screen.getHeight() / 2; int mx, my; SDL_GetMouseState(&mx, &my); SDL_WarpMouse(w, h); if ((mx == w) && (my == h)) return; float rot_x = (float(w) - mx) / 100; float rot_y = (float(h) - my) / 100; center.y += rot_y * 8; if (center.y - eye.y > 15) center.y = eye.y + 15; else if (center.y - eye.y < -15) center.y = eye.y - 15; rotateView(0, -rot_x, 0); } void Camera::interpolate(const Vector3D & to, const Uint32 & start, const Uint32 & end) { interpolateFrom = eye; interpolateTo = to; interpolateStart = start; interpolateEnd = end; } #if 0 void QuaternionCamera::update(Uint32 ticks) { float cur_ratio = 0; quat step = exp(sampleLinear(ln_start, ln_end, cur_ratio)); mtx44 m = quatToRotationMatrix(step); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMultMatrixf((float*)m.x); } #endif }