📄 twcontroller.cpp
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#include <SDL_keysym.h>
#include <SDL_types.h>
#include "TWController.h"
#include "Platform/ConfigHandler.h"
#include "Game/Camera.h"
#include "LogOutput.h"
#include "Map/Ground.h"
#include "Game/UI/MouseHandler.h"
extern Uint8 *keys;
CTWController::CTWController(int num)
: CCameraController(num)
{
scrollSpeed = configHandler.GetInt("TWScrollSpeed",10) * 0.1f;
enabled = !!configHandler.GetInt("TWEnabled",1);
fov = configHandler.GetFloat("TWFOV", 45.0f);
}
void CTWController::KeyMove(float3 move)
{
float3 flatForward=camera->forward;
flatForward.y=0;
flatForward.Normalize();
move*=sqrt(move.z)*200;
pos+=(flatForward*move.y+camera->right*move.x)*scrollSpeed;
}
void CTWController::MouseMove(float3 move)
{
float dist=-camera->rot.x*1500;
float pixelsize=camera->GetTanHalfFov()*2/gu->viewSizeY*dist*2;
move*=(1+keys[SDLK_LSHIFT]*3)*pixelsize;
float3 flatForward=camera->forward;
flatForward.y=0;
flatForward.Normalize();
pos+=-(flatForward*move.y-camera->right*move.x)*scrollSpeed;
}
void CTWController::ScreenEdgeMove(float3 move)
{
if(mouse->lasty<gu->viewSizeY/3){
camera->rot.y-=move.x*gu->lastFrameTime*0.5f*200;
move.x=0;
}
KeyMove(move);
}
void CTWController::MouseWheelMove(float move)
{
camera->rot.x-=move*0.001f;
}
float3 CTWController::GetPos()
{
if(pos.x<0.01f)
pos.x=0.01f;
if(pos.z<0.01f)
pos.z=0.01f;
if(pos.x>(gs->mapx)*SQUARE_SIZE-0.01f)
pos.x=(gs->mapx)*SQUARE_SIZE-0.01f;
if(pos.z>(gs->mapy)*SQUARE_SIZE-0.01f)
pos.z=(gs->mapy)*SQUARE_SIZE-0.01f;
if(camera->rot.x>-0.1f)
camera->rot.x=-0.1f;
if(camera->rot.x<-PI*0.4f)
camera->rot.x=-PI*0.4f;
pos.y=ground->GetHeight(pos.x,pos.z);
float3 dir;
dir.x=(float)(sin(camera->rot.y)*cos(camera->rot.x));
dir.y=(float)(sin(camera->rot.x));
dir.z=(float)(cos(camera->rot.y)*cos(camera->rot.x));
dir.Normalize();
float dist=-camera->rot.x*1500;
float3 cpos=pos-dir*dist;
if(cpos.y<ground->GetHeight(cpos.x,cpos.z)+5)
cpos.y=ground->GetHeight(cpos.x,cpos.z)+5;
return cpos;
}
float3 CTWController::GetDir()
{
float3 dir;
dir.x=(float)(sin(camera->rot.y)*cos(camera->rot.x));
dir.y=(float)(sin(camera->rot.x));
dir.z=(float)(cos(camera->rot.y)*cos(camera->rot.x));
dir.Normalize();
return dir;
}
float3 CTWController::SwitchFrom() const
{
return pos;
}
void CTWController::SwitchTo(bool showText)
{
if(showText)
logOutput.Print("Switching to Total War style camera");
}
void CTWController::GetState(std::vector<float>& fv) const
{
fv.push_back(/* 0 */ (float)num);
fv.push_back(/* 1 */ pos.x);
fv.push_back(/* 2 */ pos.y);
fv.push_back(/* 3 */ pos.z);
fv.push_back(/* 4 */ camera->rot.x);
fv.push_back(/* 5 */ camera->rot.y);
fv.push_back(/* 6 */ camera->rot.z);
}
bool CTWController::SetState(const std::vector<float>& fv)
{
if ((fv.size() != 7) || (fv[0] != (float)num)) {
return false;
}
pos.x = fv[1];
pos.y = fv[2];
pos.z = fv[3];
camera->rot.x = fv[4];
camera->rot.y = fv[5];
camera->rot.z = fv[6];
return true;
}
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