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View.cpp
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302 lines (256 loc) · 7.36 KB
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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 in the GameEngine
#include "Common/GameEngine.h"
#include "Common/Xfer.h"
#include "GameClient/Drawable.h"
#include "GameClient/GameClient.h"
#include "GameClient/View.h"
UnsignedInt View::m_idNext = 1;
// the tactical view singleton
View *TheTacticalView = nullptr;
View::View()
{
m_userControlLockedUntilFrame = 0u;
m_isUserControlled = true;
m_currentHeightAboveGround = 0.0f;
m_defaultAngle = 0.0f;
m_defaultPitch = 0.0f;
m_heightAboveGround = 0.0f;
m_lockDist = 0.0f;
m_maxHeightAboveGround = 0.0f;
m_minHeightAboveGround = 0.0f;
m_next = nullptr;
m_okToAdjustHeight = TRUE;
m_originX = 0;
m_originY = 0;
m_snapImmediate = FALSE;
m_terrainHeightAtPivot = 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_pitch = 0.0f;
m_cameraLock = INVALID_ID;
m_cameraLockDrawable = nullptr;
m_zoomLimited = TRUE;
// create unique view ID
m_id = m_idNext++;
// default field of view
m_FOV = DEG_TO_RADF(50.0f);
m_mouseLocked = FALSE;
m_guardBandBias.x = 0.0f;
m_guardBandBias.y = 0.0f;
}
View::~View()
{
}
void View::init()
{
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 = nullptr;
m_zoomLimited = TRUE;
m_zoom = 1.0f;
m_maxHeightAboveGround = TheGlobalData->m_maxCameraHeight;
m_minHeightAboveGround = TheGlobalData->m_minCameraHeight;
m_okToAdjustHeight = FALSE;
m_defaultAngle = 0.0f;
m_defaultPitch = 0.0f;
}
void View::reset()
{
// Only fixing the reported bug. Who knows what side effects resetting the rest could have.
m_zoomLimited = TRUE;
m_userControlLockedUntilFrame = 0u;
m_isUserControlled = true;
}
/**
* Prepend this view to the given list, return the new list.
*/
View *View::prependViewToList( View *list )
{
m_next = list;
return this;
}
void View::zoom( Real height )
{
setHeightAboveGround(getHeightAboveGround() + height);
}
void View::setZoomToMax()
{
setHeightAboveGround(getHeightAboveGround() + m_maxHeightAboveGround);
}
/**
* 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( const Coord2D *delta )
{
// update view's world position
m_pos.x += delta->x;
m_pos.y += delta->y;
}
/**
* Rotate the view around the vertical axis to the given angle.
*/
void View::setAngle( Real radians )
{
m_angle = WWMath::Normalize_Angle(radians);
}
/**
* Rotate the view around the horizontal (X) axis to the given angle.
*/
void View::setPitch( Real radians )
{
constexpr Real limit = PI/5.0f;
m_pitch = clamp(-limit, radians, limit);
}
/**
* Set the view angle back to default
*/
void View::setAngleToDefault()
{
m_angle = m_defaultAngle;
}
/**
* Set the view pitch back to default
*/
void View::setPitchToDefault()
{
m_pitch = m_defaultPitch;
}
void View::setHeightAboveGround(Real z)
{
// if our zoom is limited, we will stay within a predefined distance from the terrain
if( m_zoomLimited )
{
m_heightAboveGround = clamp(m_minHeightAboveGround, z, m_maxHeightAboveGround);
}
else
{
m_heightAboveGround = z;
}
}
/**
* 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->isValid() )
{
setPosition(&location->getPosition());
setAngle(location->getAngle());
setPitch(location->getPitch());
setZoom(location->getZoom());
forceRedraw();
}
}
Bool View::isUserControlLocked() const
{
return m_userControlLockedUntilFrame > TheGameClient->getFrame();
}
//-------------------------------------------------------------------------------------------------
/** 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 *bottomRight, Coord3D *bottomLeft,
Real z )
{
// sanity
if( topLeft == nullptr || topRight == nullptr || bottomRight == nullptr || bottomLeft == nullptr)
return;
ICoord2D screenTopLeft;
ICoord2D screenTopRight;
ICoord2D screenBottomRight;
ICoord2D screenBottomLeft;
ICoord2D origin;
const Int viewWidth = getWidth();
const Int viewHeight = getHeight();
// setup the screen coords for the 4 corners of the viewable display
getOrigin( &origin.x, &origin.y );
screenTopLeft.x = origin.x;
screenTopLeft.y = origin.y;
screenTopRight.x = origin.x + viewWidth;
screenTopRight.y = origin.y;
screenBottomRight.x = origin.x + viewWidth;
screenBottomRight.y = origin.y + viewHeight;
screenBottomLeft.x = origin.x;
screenBottomLeft.y = origin.y + viewHeight;
// project
screenToWorldAtZ( &screenTopLeft, topLeft, z );
screenToWorldAtZ( &screenTopRight, topRight, z );
screenToWorldAtZ( &screenBottomRight, bottomRight, z );
screenToWorldAtZ( &screenBottomLeft, bottomLeft, z );
}
// ------------------------------------------------------------------------------------------------
/** 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 );
}