//--------------------------------------------------------------------------- #include "system.hpp" #include "classes.hpp" #include "opengl/glew.h" #include "opengl/glut.h" #pragma hdrstop #include "Camera.h" #include "Usefull.h" #include "Globals.h" #include "Timer.h" #include "mover.h" #include "Console.h" //--------------------------------------------------------------------------- #pragma package(smart_init) // TViewPyramid TCamera::OrgViewPyramid; //={vector3(-1,1,1),vector3(1,1,1),vector3(-1,-1,1),vector3(1,-1,1),vector3(0,0,0)}; const vector3 OrgCrossPos = vector3(0, -10, 0); void __fastcall TCamera::Init(vector3 NPos, vector3 NAngle) { pOffset = vector3(-0.0, 0, 0); vUp = vector3(0, 1, 0); // pOffset= vector3(-0.8,0,0); CrossPos = OrgCrossPos; CrossDist = 10; Velocity = vector3(0, 0, 0); OldVelocity = vector3(0, 0, 0); Pitch = NAngle.x; Yaw = NAngle.y; Roll = NAngle.z; Pos = NPos; // Type= tp_Follow; Type = (Global::bFreeFly ? tp_Free : tp_Follow); // Type= tp_Free; }; void __fastcall TCamera::OnCursorMove(double x, double y) { // McZapkie-170402: zeby mysz dzialala zawsze if (Type==tp_Follow) Pitch += y; Yaw += -x; if (Yaw > M_PI) Yaw -= 2 * M_PI; else if (Yaw < -M_PI) Yaw += 2 * M_PI; if (Type == tp_Follow) // jeżeli jazda z pojazdem { Fix(Pitch, -M_PI_4, M_PI_4); // ograniczenie kąta spoglądania w dół i w górę // Fix(Yaw,-M_PI,M_PI); } } void __fastcall TCamera::Update() { // ABu: zmiana i uniezaleznienie predkosci od FPS double a = (Console::Pressed(VK_SHIFT) ? 5.00 : 1.00); if (Console::Pressed(VK_CONTROL)) a = a * 100; // OldVelocity=Velocity; if (FreeFlyModeFlag == true) Type = tp_Free; else Type = tp_Follow; if (Type == tp_Free) { if (Console::Pressed(Global::Keys[k_MechUp])) Velocity.y += a; if (Console::Pressed(Global::Keys[k_MechDown])) Velocity.y -= a; // McZapkie-170402: zeby nie bylo konfliktow /* if (Console::Pressed(VkKeyScan('d'))) Velocity.x+= a*Timer::GetDeltaTime(); if (Console::Pressed(VkKeyScan('a'))) Velocity.x-= a*Timer::GetDeltaTime(); if (Console::Pressed(VkKeyScan('w'))) Velocity.z-= a*Timer::GetDeltaTime(); if (Console::Pressed(VkKeyScan('s'))) Velocity.z+= a*Timer::GetDeltaTime(); if (Console::Pressed(VK_NUMPAD4) || Console::Pressed(VK_NUMPAD7) || Console::Pressed(VK_NUMPAD1)) Yaw+= +1*M_PI*Timer::GetDeltaTime(); if (Console::Pressed(VK_NUMPAD6) || Console::Pressed(VK_NUMPAD9) || Console::Pressed(VK_NUMPAD3)) Yaw+= -1*M_PI*Timer::GetDeltaTime(); if (Pressed(VK_NUMPAD2) || Console::Pressed(VK_NUMPAD1) || Console::Pressed(VK_NUMPAD3)) Pitch+= -1*M_PI*Timer::GetDeltaTime(); if (Console::Pressed(VK_NUMPAD8) || Console::Pressed(VK_NUMPAD7) || Console::Pressed(VK_NUMPAD9)) Pitch+= +1*M_PI*Timer::GetDeltaTime(); if (Console::Pressed(VkKeyScan('.'))) Roll+= -1*M_PI*Timer::GetDeltaTime(); if (Console::Pressed(VkKeyScan(','))) Roll+= +1*M_PI*Timer::GetDeltaTime(); if (Console::Pressed(VK_NUMPAD5)) Pitch=Roll= 0.0f; */ // McZapkie-170402: poruszanie i rozgladanie we free takie samo jak w follow if (Console::Pressed(Global::Keys[k_MechRight])) Velocity.x += a; if (Console::Pressed(Global::Keys[k_MechLeft])) Velocity.x -= a; if (Console::Pressed(Global::Keys[k_MechForward])) Velocity.z -= a; if (Console::Pressed(Global::Keys[k_MechBackward])) Velocity.z += a; // gora-dol // if (Console::Pressed(VK_NUMPAD9)) Pos.y+=0.1; // if (Console::Pressed(VK_NUMPAD3)) Pos.y-=0.1; // McZapkie: zeby nie hustalo przy malym FPS: // Velocity= (Velocity+OldVelocity)/2; // matrix4x4 mat; vector3 Vec = Velocity; Vec.RotateY(Yaw); Pos = Pos + Vec * Timer::GetDeltaRenderTime(); // czas bez pauzy Velocity = Velocity / 2; // płynne hamowanie ruchu // double tmp= 10*DeltaTime; // Velocity+= -Velocity*10 * Timer::GetDeltaTime();//( tmp<1 ? tmp : 1 ); // Type= tp_Free; } } vector3 __fastcall TCamera::GetDirection() { matrix4x4 mat; vector3 Vec; Vec = vector3(0, 0, 1); Vec.RotateY(Yaw); return (Normalize(Vec)); } // bool __fastcall TCamera::GetMatrix(matrix4x4 &Matrix) bool __fastcall TCamera::SetMatrix() { glRotated(-Roll * 180.0f / M_PI, 0, 0, 1); // po wyłączeniu tego kręci się pojazd, a sceneria // nie glRotated(-Pitch * 180.0f / M_PI, 1, 0, 0); glRotated(-Yaw * 180.0f / M_PI, 0, 1, 0); // w zewnętrznym widoku: kierunek patrzenia if (Type == tp_Follow) { // gluLookAt(Pos.x+pOffset.x,Pos.y+pOffset.y,Pos.z+pOffset.z, // LookAt.x+pOffset.x,LookAt.y+pOffset.y,LookAt.z+pOffset.z,vUp.x,vUp.y,vUp.z); // gluLookAt(Pos.x+pOffset.x,Pos.y+pOffset.y,Pos.z+pOffset.z, // LookAt.x+pOffset.x,LookAt.y+pOffset.y,LookAt.z+pOffset.z,vUp.x,vUp.y,vUp.z); gluLookAt(Pos.x, Pos.y, Pos.z, LookAt.x, LookAt.y, LookAt.z, vUp.x, vUp.y, vUp.z); // Ra: pOffset is zero // gluLookAt(Pos.x,Pos.y,Pos.z,Pos.x+Velocity.x,Pos.y+Velocity.y,Pos.z+Velocity.z,0,1,0); // return true; } if (Type == tp_Satelite) Pitch = M_PI * 0.5; if (Type != tp_Follow) { glTranslated(-Pos.x, -Pos.y, -Pos.z); // nie zmienia kierunku patrzenia } Global::SetCameraPosition(Pos); // było +pOffset return true; } void __fastcall TCamera::SetCabMatrix(vector3 &p) { // ustawienie widoku z kamery bez przesunięcia robionego przez OpenGL - nie powinno tak trząść glRotated(-Roll * 180.0f / M_PI, 0, 0, 1); glRotated(-Pitch * 180.0f / M_PI, 1, 0, 0); glRotated(-Yaw * 180.0f / M_PI, 0, 1, 0); // w zewnętrznym widoku: kierunek patrzenia if (Type == tp_Follow) gluLookAt(Pos.x - p.x, Pos.y - p.y, Pos.z - p.z, LookAt.x - p.x, LookAt.y - p.y, LookAt.z - p.z, vUp.x, vUp.y, vUp.z); // Ra: pOffset is zero } void __fastcall TCamera::RaLook() { // zmiana kierunku patrzenia - przelicza Yaw vector3 where = LookAt - Pos + vector3(0, 3, 0); // trochę w górę od szyn if ((where.x != 0.0) || (where.z != 0.0)) Yaw = atan2(-where.x, -where.z); // kąt horyzontalny double l = Length3(where); if (l > 0.0) Pitch = asin(where.y / l); // kąt w pionie }; void __fastcall TCamera::Stop() { // wyłącznie bezwładnego ruchu po powrocie do kabiny Type = tp_Follow; Velocity = vector3(0, 0, 0); };