MegaGlest/source/glest_game/game/game_camera.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code 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
// ==============================================================
#ifndef _GLEST_GAME_GAMECAMERA_H_
#define _GLEST_GAME_GAMECAMERA_H_
#include "vec.h"
#include "math_util.h"
#include <map>
#include <string>
#include "leak_dumper.h"
namespace Shared { namespace Xml {
class XmlNode;
}}
namespace Glest{ namespace Game{
using Shared::Graphics::Quad2i;
using Shared::Graphics::Vec3f;
using Shared::Graphics::Vec2f;
using Shared::Xml::XmlNode;
class Config;
// =====================================================
// class GameCamera
//
/// A basic camera that holds information about the game view
// =====================================================
class GameCamera {
public:
static const float startingVAng;
static const float startingHAng;
static const float vTransitionMult;
static const float hTransitionMult;
static const float defaultHeight;
static const float centerOffsetZ;
public:
enum State{
sGame,
sFree
};
private:
Vec3f pos;
Vec3f destPos;
float hAng; //YZ plane positive -Z axis
float vAng; //XZ plane positive +Z axis
float lastHAng;
float lastVAng;
Vec2f destAng;
float rotate;
Vec3f move;
State state;
int limitX;
int limitY;
//config
float speed;
bool clampBounds;
//float maxRenderDistance;
float maxHeight;
float minHeight;
//float maxCameraDist;
//float minCameraDist;
float minVAng;
float maxVAng;
float fov;
float calculatedDefault;
int MaxVisibleQuadItemCache;
public:
GameCamera();
~GameCamera();
void init(int limitX, int limitY);
//get
float getHAng() const {return hAng;};
float getVAng() const {return vAng;}
State getState() const {return state;}
const Vec3f &getPos() const {return pos;}
//set
void setRotate(float rotate){this->rotate= rotate;}
void setPos(Vec2f pos);
void setMoveX(float f) {this->move.x= f;}
void setMoveY(float f) {this->move.y= f;}
void setMoveZ(float f) {this->move.z= f;}
void stop() {
destPos = pos;
destAng.x = vAng;
destAng.y = hAng;
}
//other
void update();
Quad2i computeVisibleQuad() const;
void switchState();
void resetPosition();
void centerXZ(float x, float z);
void rotateHV(float h, float v);
void transitionXYZ(float x, float y, float z);
void transitionVH(float v, float h);
void zoom(float dist);
void moveForwardH(float dist, float response); // response: 1.0 for immediate, 0 for full inertia
void moveSideH(float dist, float response);
void load(const XmlNode *node);
void save(XmlNode *node) const;
void setClampBounds(bool value) { clampBounds = value; }
void setMaxHeight(float value);
float getCalculatedDefault() const{ return calculatedDefault; }
void setCalculatedDefault(float calculatedDefault);
float getMaxHeight() const {return maxHeight;}
void setFov(float value) { fov = value; }
void setMinVAng(float value) { minVAng = value; }
void setMaxVAng(float value) { maxVAng = value; }
private:
void clampPosXYZ(float x1, float x2, float y1, float y2, float z1, float z2);
void clampPosXZ(float x1, float x2, float z1, float z2);
void clampAng();
void moveUp(float dist);
};
}} //end namespace
#endif