0ad/source/tools/atlas/GameInterface/Handlers/CameraCtrlHandlers.cpp
Ralph Sennhauser 73ca3d303b
Fix some includes in atlas
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.

Add "source" to include path for AtlasUI target to allow for absolute
includes. In the future all but one should be removed.

Drop check for at least boost 1.40.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-09 06:52:41 +02:00

261 lines
7 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MessageHandler.h"
#include "graphics/Camera.h"
#include "graphics/CinemaManager.h"
#include "graphics/GameView.h"
#include "graphics/Terrain.h"
#include "lib/debug.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "tools/atlas/GameInterface/GameLoop.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include "tools/atlas/GameInterface/View.h"
namespace AtlasMessage {
MESSAGEHANDLER(CameraReset)
{
if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
return;
CVector3D focus = g_Game->GetView()->GetCamera()->GetFocus();
CVector3D target;
if (!g_Game->GetWorld()->GetTerrain().IsOnMap(focus.X, focus.Z))
{
target = CVector3D(
g_Game->GetWorld()->GetTerrain().GetMaxX()/2.f,
focus.Y,
g_Game->GetWorld()->GetTerrain().GetMaxZ()/2.f);
}
else
{
target = focus;
}
g_Game->GetView()->ResetCameraTarget(target);
}
MESSAGEHANDLER(ScrollConstant)
{
if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
return;
if (msg->dir < 0 || msg->dir > 5)
{
debug_warn(L"ScrollConstant: invalid direction");
}
else
{
g_AtlasGameLoop->input.scrollSpeed[msg->dir] = msg->speed;
}
}
// TODO: change all these g_Game->...GetCamera() bits to use the current AtlasView's
// camera instead.
MESSAGEHANDLER(Scroll)
{
if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled()) // TODO: do this better (probably a separate AtlasView class for cinematics)
return;
static CVector3D targetPos;
static float targetDistance = 0.f;
CMatrix3D& camera = g_Game->GetView()->GetCamera()->m_Orientation;
static CVector3D lastCameraPos = camera.GetTranslation();
// Ensure roughly correct motion when dragging is combined with other
// movements.
if (lastCameraPos != camera.GetTranslation())
targetPos += camera.GetTranslation() - lastCameraPos;
// General operation:
//
// When selecting a target point to drag, remember targetPos (a world-space
// point on the terrain, underneath the mouse) and targetDistance (from the
// camera to the target point).
//
// When dragging to a different position, the target point should remain
// under the moved mouse; so calculate the ray through the camera and mouse,
// multiply by targetDistance and add to targetPos, resulting in the required
// camera position.
if (msg->type == eScrollType::FROM)
{
targetPos = msg->pos->GetWorldSpace();
targetDistance = (targetPos - camera.GetTranslation()).Length();
}
else if (msg->type == eScrollType::TO)
{
float x, y;
msg->pos->GetScreenSpace(x, y);
auto [origin, dir] = g_Game->GetView()->GetCamera()->BuildCameraRay((int)x, (int)y);
dir *= targetDistance;
camera.Translate(targetPos - dir - origin);
g_Game->GetView()->GetCamera()->UpdateFrustum();
}
else
{
debug_warn(L"Scroll: Invalid type");
}
lastCameraPos = camera.GetTranslation();
}
MESSAGEHANDLER(SmoothZoom)
{
if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
return;
g_AtlasGameLoop->input.zoomDelta += msg->amount;
}
MESSAGEHANDLER(RotateAround)
{
if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
return;
static CVector3D focusPos;
static float lastX = 0.f, lastY = 0.f;
CMatrix3D& camera = g_Game->GetView()->GetCamera()->m_Orientation;
if (msg->type == eRotateAroundType::FROM)
{
msg->pos->GetScreenSpace(lastX, lastY); // get mouse position
focusPos = msg->pos->GetWorldSpace(); // get point on terrain under mouse
}
else if (msg->type == eRotateAroundType::TO)
{
float x, y;
msg->pos->GetScreenSpace(x, y); // get mouse position
// Rotate around X and Y axes by amounts depending on the mouse delta
float rotX = 6.f * (y-lastY) / g_Renderer.GetHeight();
float rotY = 6.f * (x-lastX) / g_Renderer.GetWidth();
CQuaternion q0, q1;
q0.FromAxisAngle(camera.GetLeft(), -rotX);
q1.FromAxisAngle(CVector3D(0.f, 1.f, 0.f), rotY);
CQuaternion q = q0*q1;
CVector3D origin = camera.GetTranslation();
CVector3D offset = q.Rotate(origin - focusPos);
q *= camera.GetRotation();
q.Normalize(); // to avoid things blowing up when turning upside-down, for some reason I don't understand
q.ToMatrix(camera);
// Make sure up is still pointing up, regardless of any rounding errors.
// (Maybe this distorts the camera in other ways, but at least the errors
// are far less noticeable to me.)
camera._21 = 0.f; // (_21 = Y component returned by GetLeft())
camera.Translate(focusPos + offset);
g_Game->GetView()->GetCamera()->UpdateFrustum();
lastX = x;
lastY = y;
}
else
{
debug_warn(L"RotateAround: Invalid type");
}
}
MESSAGEHANDLER(LookAt)
{
// TODO: different camera depending on msg->view
CCamera& camera = AtlasView::GetView_Actor()->GetCamera();
CVector3D tgt = msg->target->GetWorldSpace();
CVector3D eye = msg->pos->GetWorldSpace();
tgt.Y = -tgt.Y; // ??? why is this needed?
eye.Y = -eye.Y; // ???
// Based on http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/glu/lookat.html
CVector3D f = tgt - eye;
f.Normalize();
CVector3D s = f.Cross(CVector3D(0, 1, 0));
CVector3D u = s.Cross(f);
s.Normalize(); // (not in that man page, but necessary for correctness, and done by Mesa)
u.Normalize();
CMatrix3D M (
s[0], s[1], s[2], 0,
u[0], u[1], u[2], 0,
-f[0], -f[1], -f[2], 0,
0, 0, 0, 1
);
camera.m_Orientation = M.GetTranspose();
camera.m_Orientation.Translate(-eye);
camera.UpdateFrustum();
}
QUERYHANDLER(GetView)
{
if (!g_Game)
return;
CVector3D focus = g_Game->GetView()->GetCamera()->GetFocus();
sCameraInfo info;
info.pX = focus.X;
info.pY = focus.Y;
info.pZ = focus.Z;
CQuaternion quatRot = g_Game->GetView()->GetCamera()->GetOrientation().GetRotation();
quatRot.Normalize();
CVector3D rotation = quatRot.ToEulerAngles();
info.rX = RADTODEG(rotation.X);
info.rY = RADTODEG(rotation.Y);
info.rZ = RADTODEG(rotation.Z);
msg->info = info;
}
MESSAGEHANDLER(SetView)
{
if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
return;
CGameView* view = g_Game->GetView();
view->ResetCameraTarget(view->GetCamera()->GetFocus());
sCameraInfo cam = msg->info;
view->ResetCameraTarget(CVector3D(cam.pX, cam.pY, cam.pZ));
// TODO: Rotation
}
}