tge/engine/game/camera.cc
2017-04-17 06:17:10 -06:00

697 lines
19 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "dgl/dgl.h"
#include "game/game.h"
#include "math/mMath.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/bitStream.h"
#include "core/dnet.h"
#include "game/camera.h"
#include "game/gameConnection.h"
#include "math/mathIO.h"
#include "editor/editor.h"
#define MaxPitch 1.3962
#define CameraRadius 0.05;
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(CameraData);
void CameraData::initPersistFields()
{
Parent::initPersistFields();
}
void CameraData::packData(BitStream* stream)
{
Parent::packData(stream);
}
void CameraData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(Camera);
F32 Camera::mMovementSpeed = 40;
Camera::Camera()
{
mNetFlags.clear(Ghostable);
mTypeMask |= CameraObjectType;
delta.pos = Point3F(0,0,100);
delta.rot = Point3F(0,0,0);
delta.posVec = delta.rotVec = VectorF(0,0,0);
mObjToWorld.setColumn(3,delta.pos);
mRot = delta.rot;
mMinOrbitDist = 0;
mMaxOrbitDist = 0;
mCurOrbitDist = 0;
mOrbitObject = NULL;
mPosition.set(0.f, 0.f, 0.f);
mObservingClientObject = false;
mode = 2;
}
Camera::~Camera()
{
}
//----------------------------------------------------------------------------
bool Camera::onAdd()
{
if(!Parent::onAdd())
return false;
mObjBox.max = mObjScale;
mObjBox.min = mObjScale;
mObjBox.min.neg();
resetWorldBox();
if(isClientObject())
gClientContainer.addObject(this);
else
gServerContainer.addObject(this);
// addToScene();
return true;
}
void Camera::onEditorEnable()
{
mNetFlags.set(Ghostable);
}
void Camera::onEditorDisable()
{
mNetFlags.clear(Ghostable);
}
void Camera::onRemove()
{
// removeFromScene();
if (getContainer())
getContainer()->removeObject(this);
Parent::onRemove();
}
//----------------------------------------------------------------------------
// check if the object needs to be observed through its own camera...
void Camera::getCameraTransform(F32* pos, MatrixF* mat)
{
// The camera doesn't support a third person mode,
// so we want to override the default ShapeBase behavior.
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->getCameraTransform(pos, mat);
else
getEyeTransform(mat);
}
F32 Camera::getCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getCameraFov());
else
return(Parent::getCameraFov());
}
F32 Camera::getDefaultCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getDefaultCameraFov());
else
return(Parent::getDefaultCameraFov());
}
bool Camera::isValidCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->isValidCameraFov(fov));
else
return(Parent::isValidCameraFov(fov));
}
void Camera::setCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->setCameraFov(fov);
else
Parent::setCameraFov(fov);
}
//----------------------------------------------------------------------------
void Camera::processTick(const Move* move)
{
Parent::processTick(move);
Point3F vec,pos;
if (move)
{
// If using editor then force camera into fly mode
if(gEditingMission && mode != FlyMode)
setFlyMode();
// Update orientation
delta.rotVec = mRot;
mObjToWorld.getColumn(3,&delta.posVec);
mRot.x += move->pitch;
if(mRot.x > MaxPitch)
mRot.x = MaxPitch;
else if(mRot.x < -MaxPitch)
mRot.x = -MaxPitch;
mRot.z += move->yaw;
if(mode == OrbitObjectMode || mode == OrbitPointMode)
{
if(mode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
setPosition(mPosition, mRot);
validateEyePoint(1.0f, &mObjToWorld);
pos = mPosition;
}
else
{
// Update pos
bool faster = move->trigger[0] || move->trigger[1];
F32 scale = mMovementSpeed * (faster + 1);
mObjToWorld.getColumn(3,&pos);
mObjToWorld.getColumn(0,&vec);
pos += vec * move->x * TickSec * scale;
mObjToWorld.getColumn(1,&vec);
pos += vec * move->y * TickSec * scale;
mObjToWorld.getColumn(2,&vec);
pos += vec * move->z * TickSec * scale;
setPosition(pos,mRot);
}
// If on the client, calc delta for backstepping
if (isClientObject())
{
delta.pos = pos;
delta.rot = mRot;
delta.posVec = delta.posVec - delta.pos;
delta.rotVec = delta.rotVec - delta.rot;
}
setMaskBits(MoveMask);
}
if(getControllingClient() && mContainer)
updateContainer();
}
void Camera::onDeleteNotify(SimObject *obj)
{
Parent::onDeleteNotify(obj);
if (obj == (SimObject*)mOrbitObject)
{
mOrbitObject = NULL;
if(mode == OrbitObjectMode)
mode = OrbitPointMode;
}
}
void Camera::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
Point3F rot = delta.rot + delta.rotVec * dt;
if(mode == OrbitObjectMode || mode == OrbitPointMode)
{
if(mode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
setRenderPosition(mPosition, rot);
validateEyePoint(1.0f, &mObjToWorld);
}
else
{
Point3F pos = delta.pos + delta.posVec * dt;
setRenderPosition(pos,rot);
}
}
void Camera::setPosition(const Point3F& pos,const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
MatrixF temp;
temp.mul(zRot, xRot);
temp.setColumn(3, pos);
Parent::setTransform(temp);
mRot = rot;
}
void Camera::setRenderPosition(const Point3F& pos,const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
MatrixF temp;
temp.mul(zRot, xRot);
temp.setColumn(3, pos);
Parent::setRenderTransform(temp);
mRot = rot;
}
//----------------------------------------------------------------------------
void Camera::writePacketData(GameConnection *connection, BitStream *bstream)
{
// Update client regardless of status flags.
Parent::writePacketData(connection, bstream);
Point3F pos;
mObjToWorld.getColumn(3,&pos);
bstream->setCompressionPoint(pos);
mathWrite(*bstream, pos);
bstream->write(mRot.x);
bstream->write(mRot.z);
U32 writeMode = mode;
Point3F writePos = mPosition;
S32 gIndex = -1;
if(mode == OrbitObjectMode)
{
gIndex = bool(mOrbitObject) ? connection->getGhostIndex(mOrbitObject): -1;
if(gIndex == -1)
{
writeMode = OrbitPointMode;
mOrbitObject->getWorldBox().getCenter(&writePos);
}
}
bstream->writeRangedU32(writeMode, CameraFirstMode, CameraLastMode);
if (writeMode == OrbitObjectMode || writeMode == OrbitPointMode)
{
bstream->write(mMinOrbitDist);
bstream->write(mMaxOrbitDist);
bstream->write(mCurOrbitDist);
if(writeMode == OrbitObjectMode)
{
bstream->writeFlag(mObservingClientObject);
bstream->writeInt(gIndex, NetConnection::GhostIdBitSize);
}
if (writeMode == OrbitPointMode)
bstream->writeCompressedPoint(writePos);
}
}
void Camera::readPacketData(GameConnection *connection, BitStream *bstream)
{
Parent::readPacketData(connection, bstream);
Point3F pos,rot;
mathRead(*bstream, &pos);
bstream->setCompressionPoint(pos);
bstream->read(&rot.x);
bstream->read(&rot.z);
GameBase* obj = 0;
mode = bstream->readRangedU32(CameraFirstMode, CameraLastMode);
mObservingClientObject = false;
if (mode == OrbitObjectMode || mode == OrbitPointMode) {
bstream->read(&mMinOrbitDist);
bstream->read(&mMaxOrbitDist);
bstream->read(&mCurOrbitDist);
if(mode == OrbitObjectMode)
{
mObservingClientObject = bstream->readFlag();
S32 gIndex = bstream->readInt(NetConnection::GhostIdBitSize);
obj = static_cast<GameBase*>(connection->resolveGhost(gIndex));
}
if (mode == OrbitPointMode)
bstream->readCompressedPoint(&mPosition);
}
if (obj != (GameBase*)mOrbitObject) {
if (mOrbitObject) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = obj;
if (mOrbitObject) {
processAfter(mOrbitObject);
deleteNotify(mOrbitObject);
}
}
setPosition(pos,rot);
delta.pos = pos;
delta.rot = rot;
delta.rotVec.set(0,0,0);
delta.posVec.set(0,0,0);
}
U32 Camera::packUpdate(NetConnection *con, U32 mask, BitStream *bstream)
{
Parent::packUpdate(con,mask,bstream);
// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
if(bstream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
return 0;
if (bstream->writeFlag(mask & MoveMask)) {
Point3F pos;
mObjToWorld.getColumn(3,&pos);
bstream->write(pos.x);
bstream->write(pos.y);
bstream->write(pos.z);
bstream->write(mRot.x);
bstream->write(mRot.z);
}
return 0;
}
void Camera::unpackUpdate(NetConnection *con, BitStream *bstream)
{
Parent::unpackUpdate(con,bstream);
// controlled by the client?
if(bstream->readFlag())
return;
if (bstream->readFlag()) {
Point3F pos,rot;
bstream->read(&pos.x);
bstream->read(&pos.y);
bstream->read(&pos.z);
bstream->read(&rot.x);
bstream->read(&rot.z);
setPosition(pos,rot);
// New delta for client side interpolation
delta.pos = pos;
delta.rot = rot;
delta.posVec = delta.rotVec = VectorF(0,0,0);
}
}
//----------------------------------------------------------------------------
void Camera::initPersistFields()
{
Parent::initPersistFields();
}
void Camera::consoleInit()
{
Con::addVariable("Camera::movementSpeed",TypeF32,&mMovementSpeed);
}
Point3F &Camera::getPosition()
{
static Point3F position;
mObjToWorld.getColumn(3, &position);
return position;
}
ConsoleMethod( Camera, getPosition, const char *, 2, 2, "()"
"Get the position of the camera.\n\n"
"@returns A string of form \"x y z\".")
{
static char buffer[100];
Point3F& pos = object->getPosition();
dSprintf(buffer, sizeof(buffer),"%g %g %g",pos.x,pos.y,pos.z);
return buffer;
}
ConsoleMethod( Camera, setOrbitMode, void, 7, 8, "(GameBase orbitObject, transform mat, float minDistance,"
" float maxDistance, float curDistance, bool ownClientObject)"
"Set the camera to orbit around some given object.\n\n"
"@param orbitObject Object we want to orbit.\n"
"@param mat A set of fields: posX posY posZ aaX aaY aaZ aaTheta\n"
"@param minDistance Minimum distance to keep from object.\n"
"@param maxDistance Maximum distance to keep from object.\n"
"@param curDistance Distance to set initially from object.\n"
"@param ownClientObj Are we observing an object owned by us?")
{
Point3F pos;
AngAxisF aa;
F32 minDis, maxDis, curDis;
GameBase *orbitObject = NULL;
if(Sim::findObject(argv[2],orbitObject) == false)
{
Con::warnf("Cannot orbit non-existing object.");
object->setFlyMode();
return;
}
dSscanf(argv[3],"%g %g %g %g %g %g %g",
&pos.x,&pos.y,&pos.z,&aa.axis.x,&aa.axis.y,&aa.axis.z,&aa.angle);
minDis = dAtof(argv[4]);
maxDis = dAtof(argv[5]);
curDis = dAtof(argv[6]);
object->setOrbitMode(orbitObject, pos, aa, minDis, maxDis, curDis, (argc == 8) ? dAtob(argv[7]) : false);
}
ConsoleMethod( Camera, setFlyMode, void, 2, 2, "()"
"Set the camera to be able to fly freely.")
{
object->setFlyMode();
}
//----------------------------------------------------------------------------
void Camera::renderImage(SceneState*, SceneRenderImage*)
{
if(gEditingMission)
{
glPushMatrix();
dglMultMatrix(&mObjToWorld);
glScalef(mObjScale.x,mObjScale.y,mObjScale.z);
wireCube(Point3F(1, 1, 1),Point3F(0,0,0));
glPopMatrix();
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// NEW Observer Code
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
void Camera::setFlyMode()
{
mode = FlyMode;
if(bool(mOrbitObject)) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = NULL;
}
void Camera::setOrbitMode(GameBase *obj, Point3F &pos, AngAxisF &rot, F32 minDist, F32 maxDist, F32 curDist, bool ownClientObject)
{
mObservingClientObject = ownClientObject;
rot;
if(bool(mOrbitObject)) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = obj;
if(bool(mOrbitObject))
{
processAfter(mOrbitObject);
deleteNotify(mOrbitObject);
mOrbitObject->getWorldBox().getCenter(&mPosition);
mode = OrbitObjectMode;
}
else
{
mode = OrbitPointMode;
mPosition = pos;
}
QuatF q(rot);
MatrixF tempMat(true);
q.setMatrix(&tempMat);
Point3F dir;
tempMat.getColumn(1, &dir);
setPosition(mPosition, dir);
mMinOrbitDist = minDist;
mMaxOrbitDist = maxDist;
mCurOrbitDist = curDist;
}
void Camera::validateEyePoint(F32 pos, MatrixF *mat)
{
if (pos != 0)
{
// Use the eye transform to orient the camera
Point3F dir;
mat->getColumn(1, &dir);
pos *= mMaxOrbitDist - mMinOrbitDist;
// Use the camera node's pos.
Point3F startPos = getRenderPosition();
Point3F endPos;
// Make sure we don't extend the camera into anything solid
if(mOrbitObject)
mOrbitObject->disableCollision();
disableCollision();
RayInfo collision;
U32 mask = TerrainObjectType |
InteriorObjectType |
WaterObjectType |
StaticShapeObjectType |
PlayerObjectType |
ItemObjectType |
VehicleObjectType;
Container* pContainer = isServerObject() ? &gServerContainer : &gClientContainer;
if (!pContainer->castRay(startPos, startPos - dir * 2.5 * pos, mask, &collision))
endPos = startPos - dir * pos;
else
{
float dot = mDot(dir, collision.normal);
if(dot > 0.01)
{
float colDist = mDot(startPos - collision.point, dir) - (1 / dot) * CameraRadius;
if(colDist > pos)
colDist = pos;
if(colDist < 0)
colDist = 0;
endPos = startPos - dir * colDist;
}
else
endPos = startPos - dir * pos;
}
mat->setColumn(3,endPos);
enableCollision();
if(mOrbitObject)
mOrbitObject->enableCollision();
}
}
void Camera::setPosition(const Point3F& pos, const Point3F& rot, MatrixF *mat)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
mat->mul(zRot, xRot);
mat->setColumn(3,pos);
mRot = rot;
}
void Camera::setTransform(const MatrixF& mat)
{
// This method should never be called on the client.
// This currently converts all rotation in the mat into
// rotations around the z and x axis.
Point3F pos,vec;
mat.getColumn(1,&vec);
mat.getColumn(3,&pos);
Point3F rot(-mAtan(vec.z, mSqrt(vec.x*vec.x + vec.y*vec.y)),0,-mAtan(-vec.x,vec.y));
setPosition(pos,rot);
}
void Camera::setRenderTransform(const MatrixF& mat)
{
// This method should never be called on the client.
// This currently converts all rotation in the mat into
// rotations around the z and x axis.
Point3F pos,vec;
mat.getColumn(1,&vec);
mat.getColumn(3,&pos);
Point3F rot(-mAtan(vec.z, mSqrt(vec.x*vec.x + vec.y*vec.y)),0,-mAtan(-vec.x,vec.y));
setRenderPosition(pos,rot);
}
F32 Camera::getDamageFlash() const
{
if (mode == OrbitObjectMode && isServerObject() && bool(mOrbitObject))
{
const GameBase *castObj = mOrbitObject;
const ShapeBase* psb = dynamic_cast<const ShapeBase*>(castObj);
if (psb)
return psb->getDamageFlash();
}
return mDamageFlash;
}
F32 Camera::getWhiteOut() const
{
if (mode == OrbitObjectMode && isServerObject() && bool(mOrbitObject))
{
const GameBase *castObj = mOrbitObject;
const ShapeBase* psb = dynamic_cast<const ShapeBase*>(castObj);
if (psb)
return psb->getWhiteOut();
}
return mWhiteOut;
}