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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // View.cpp ///////////////////////////////////////////////////////////////////
- // A "view", or window, into the World
- // Author: Michael S. Booth, February 2001
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GameEngine.h"
- #include "Common/Xfer.h"
- #include "GameClient/View.h"
- #include "GameClient/Drawable.h"
- UnsignedInt View::m_idNext = 1;
- // the tactical view singleton
- View *TheTacticalView = NULL;
- View::View( void )
- {
- //Added By Sadullah Nader
- //Initialization(s) inserted
- m_currentHeightAboveGround = 0.0f;
- m_defaultAngle = 0.0f;
- m_defaultPitchAngle = 0.0f;
- m_heightAboveGround = 0.0f;
- m_lockDist = 0.0f;
- m_maxHeightAboveGround = 0.0f;
- m_maxZoom = 0.0f;
- m_minHeightAboveGround = 0.0f;
- m_minZoom = 0.0f;
- m_next = NULL;
- m_okToAdjustHeight = TRUE;
- m_originX = 0;
- m_originY = 0;
- m_snapImmediate = FALSE;
- m_terrainHeightUnderCamera = 0.0f;
- m_zoom = 0.0f;
- //
- m_pos.x = 0;
- m_pos.y = 0;
- m_width = 0;
- m_height = 0;
- m_angle = 0.0f;
- m_pitchAngle = 0.0f;
- m_cameraLock = INVALID_ID;
- m_cameraLockDrawable = NULL;
- m_zoomLimited = TRUE;
- // create unique view ID
- m_id = m_idNext++;
- // default field of view
- m_FOV = 50.0f * PI/180.0f;
-
- m_mouseLocked = FALSE;
-
- m_guardBandBias.x = 0.0f;
- m_guardBandBias.y = 0.0f;
- }
- View::~View()
- {
- }
- void View::init( void )
- {
- m_width = DEFAULT_VIEW_WIDTH;
- m_height = DEFAULT_VIEW_HEIGHT;
- m_originX = DEFAULT_VIEW_ORIGIN_X;
- m_originY = DEFAULT_VIEW_ORIGIN_Y;
- m_pos.x = 0;
- m_pos.y = 0;
- m_angle = 0.0f;
- m_cameraLock = INVALID_ID;
- m_cameraLockDrawable = NULL;
- m_zoomLimited = TRUE;
-
- m_maxZoom = 1.3f;
- m_minZoom = 0.2f;
- m_zoom = m_maxZoom;
- m_maxHeightAboveGround = TheGlobalData->m_maxCameraHeight;
- m_minHeightAboveGround = TheGlobalData->m_minCameraHeight;
- m_okToAdjustHeight = FALSE;
- m_defaultAngle = 0.0f;
- m_defaultPitchAngle = 0.0f;
- }
- void View::reset( void )
- {
- // Only fixing the reported bug. Who knows what side effects resetting the rest could have.
- m_zoomLimited = TRUE;
- }
- /**
- * Prepend this view to the given list, return the new list.
- */
- View *View::prependViewToList( View *list )
- {
- m_next = list;
- return this;
- }
- void View::zoomIn( void )
- {
- setHeightAboveGround(getHeightAboveGround() - 10.0f);
- }
- void View::zoomOut( void )
- {
- setHeightAboveGround(getHeightAboveGround() + 10.0f);
- }
- /**
- * Center the view on the given coordinate.
- */
- void View::lookAt( const Coord3D *o )
- {
- /// @todo this needs to be changed to be 3D, this is still old 2D stuff
- Coord3D pos = *getPosition();
- pos.x = o->x - m_width * 0.5f;
- pos.y = o->y - m_height * 0.5f;
- setPosition(&pos);
- }
- /**
- * Shift the view by the given delta.
- */
- void View::scrollBy( Coord2D *delta )
- {
- // update view's world position
- m_pos.x += delta->x;
- m_pos.y += delta->y;
- }
- /**
- * Rotate the view around the up axis by the given angle.
- */
- void View::setAngle( Real angle )
- {
- m_angle = angle;
- }
- /**
- * Rotate the view around the horizontal (X) axis to the given angle.
- */
- void View::setPitch( Real angle )
- {
- m_pitchAngle = angle;
- Real limit = PI/5.0f;
- if (m_pitchAngle < -limit)
- m_pitchAngle = -limit;
- else if (m_pitchAngle > limit)
- m_pitchAngle = limit;
- }
- /**
- * Set the view angle back to default
- */
- void View::setAngleAndPitchToDefault( void )
- {
- m_angle = m_defaultAngle;
- m_pitchAngle = m_defaultPitchAngle;
- }
- /**
- * write the view's current location in to the view location object
- */
- void View::getLocation( ViewLocation *location )
- {
- const Coord3D *pos = getPosition();
- location->init( pos->x, pos->y, pos->z, getAngle(), getPitch(), getZoom() );
- }
- /**
- * set the view's current location from to the view location object
- */
- void View::setLocation( const ViewLocation *location )
- {
- if ( location->m_valid )
- {
- setPosition(&location->m_pos);
- setAngle(location->m_angle);
- setPitch(location->m_pitch);
- setZoom(location->m_zoom);
- forceRedraw();
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** project the 4 corners of this view into the world and return each point as a parameter,
- the world points are at the requested Z */
- //-------------------------------------------------------------------------------------------------
- void View::getScreenCornerWorldPointsAtZ( Coord3D *topLeft, Coord3D *topRight,
- Coord3D *bottomLeft, Coord3D *bottomRight,
- Real z )
- {
- ICoord2D screenTopLeft, screenTopRight, screenBottomLeft, screenBottomRight;
- ICoord2D origin;
- Int viewWidth = getWidth();
- Int viewHeight = getHeight();
- // sanity
- if( topLeft == NULL || topRight == NULL || bottomLeft == NULL || bottomRight == NULL )
- return;
- // setup the screen coords for the 4 corners of the viewable display
- getOrigin( &origin.x, &origin.y );
- screenTopLeft.x = origin.x; // upper left
- screenTopLeft.y = origin.y; // upper left
- screenTopRight.x = origin.x + viewWidth; // upper right
- screenTopRight.y = origin.y; // upper right
- screenBottomLeft.x = origin.x + viewWidth; // lower right
- screenBottomLeft.y = origin.y + viewHeight; // lower right
- screenBottomRight.x = origin.x; // lower left
- screenBottomRight.y = origin.y + viewHeight; // lower left
- // project
- screenToWorldAtZ( &screenTopLeft, topLeft, z );
- screenToWorldAtZ( &screenTopRight, topRight, z );
- screenToWorldAtZ( &screenBottomLeft, bottomLeft, z );
- screenToWorldAtZ( &screenBottomRight, bottomRight, z );
- } // end getScreenCornerWorldPointsAtZ
- // ------------------------------------------------------------------------------------------------
- /** Xfer method for a view */
- // ------------------------------------------------------------------------------------------------
- void View::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // camera angle
- Real angle = getAngle();
- xfer->xferReal( &angle );
- setAngle( angle );
- // view position
- Coord3D viewPos;
- getPosition( &viewPos );
- xfer->xferReal( &viewPos.x );
- xfer->xferReal( &viewPos.y );
- xfer->xferReal( &viewPos.z );
- lookAt( &viewPos );
- } // end xfer
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