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luanti/src/gui/guiScene.cpp
Lars Mueller 7e4919c6ed Refactor matrix4.h
Sets the surprising row-major conventions used here straight.

Renames rotateVect to rotateAndScaleVect:
If the matrix also scales, that is applied as well by the method.
Obsolete rotateVect variants are removed.
The inverseRotateVect method is also renamed accordingly.
Note that this applies the transpose of the product
of the scale and rotation matrices, which inverts just the rotation.
2024-10-10 17:40:31 +02:00

275 lines
7 KiB
C++

/*
Minetest
Copyright (C) 2020 Jean-Patrick Guerrero <jeanpatrick.guerrero@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "guiScene.h"
#include <SViewFrustum.h>
#include <IAnimatedMeshSceneNode.h>
#include <IVideoDriver.h>
#include "porting.h"
GUIScene::GUIScene(gui::IGUIEnvironment *env, scene::ISceneManager *smgr,
gui::IGUIElement *parent, core::recti rect, s32 id)
: IGUIElement(gui::EGUIET_ELEMENT, env, parent, id, rect)
{
m_driver = env->getVideoDriver();
m_smgr = smgr->createNewSceneManager(false);
m_cam = m_smgr->addCameraSceneNode(0, v3f(0.f, 0.f, -100.f), v3f(0.f));
m_cam->setFOV(30.f * core::DEGTORAD);
m_smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
}
GUIScene::~GUIScene()
{
setMesh(nullptr);
m_smgr->drop();
}
scene::IAnimatedMeshSceneNode *GUIScene::setMesh(scene::IAnimatedMesh *mesh)
{
if (m_mesh) {
m_mesh->remove();
m_mesh = nullptr;
}
if (!mesh)
return nullptr;
m_mesh = m_smgr->addAnimatedMeshSceneNode(mesh);
m_mesh->setPosition(-m_mesh->getBoundingBox().getCenter());
m_mesh->animateJoints();
return m_mesh;
}
void GUIScene::setTexture(u32 idx, video::ITexture *texture)
{
video::SMaterial &material = m_mesh->getMaterial(idx);
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f;
material.TextureLayers[0].Texture = texture;
material.FogEnable = true;
material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
material.TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
material.BackfaceCulling = false;
material.ZWriteEnable = video::EZW_AUTO;
}
void GUIScene::draw()
{
m_driver->clearBuffers(video::ECBF_DEPTH);
// Control rotation speed based on time
u64 new_time = porting::getTimeMs();
u64 dtime_ms = 0;
if (m_last_time != 0)
dtime_ms = porting::getDeltaMs(m_last_time, new_time);
m_last_time = new_time;
core::rect<s32> oldViewPort = m_driver->getViewPort();
m_driver->setViewPort(getAbsoluteClippingRect());
if (m_bgcolor != 0) {
core::recti borderRect =
Environment->getRootGUIElement()->getAbsoluteClippingRect();
Environment->getSkin()->draw3DSunkenPane(
this, m_bgcolor, false, true, borderRect, 0);
}
core::dimension2d<s32> size = getAbsoluteClippingRect().getSize();
m_smgr->getActiveCamera()->setAspectRatio((f32)size.Width / (f32)size.Height);
if (!m_target) {
updateCamera(m_smgr->addEmptySceneNode());
rotateCamera(v3f(0.f));
m_cam->bindTargetAndRotation(true);
}
cameraLoop();
// Continuous rotation
if (m_inf_rot)
rotateCamera(v3f(0.f, -0.03f * (float)dtime_ms, 0.f));
m_smgr->drawAll();
if (m_initial_rotation && m_mesh) {
rotateCamera(v3f(m_custom_rot.X, m_custom_rot.Y, 0.f));
calcOptimalDistance();
m_initial_rotation = false;
}
m_driver->setViewPort(oldViewPort);
}
bool GUIScene::OnEvent(const SEvent &event)
{
if (m_mouse_ctrl && event.EventType == EET_MOUSE_INPUT_EVENT) {
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
m_last_pos = v2f((f32)event.MouseInput.X, (f32)event.MouseInput.Y);
return true;
} else if (event.MouseInput.Event == EMIE_MOUSE_MOVED) {
if (event.MouseInput.isLeftPressed()) {
m_curr_pos = v2f((f32)event.MouseInput.X, (f32)event.MouseInput.Y);
rotateCamera(v3f(
m_last_pos.Y - m_curr_pos.Y,
m_curr_pos.X - m_last_pos.X, 0.f));
m_last_pos = m_curr_pos;
return true;
}
}
}
return gui::IGUIElement::OnEvent(event);
}
void GUIScene::setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES> &styles)
{
StyleSpec::State state = StyleSpec::STATE_DEFAULT;
StyleSpec style = StyleSpec::getStyleFromStatePropagation(styles, state);
setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
setBackgroundColor(style.getColor(StyleSpec::BGCOLOR, m_bgcolor));
}
/**
* Sets the frame loop range for the mesh
*/
void GUIScene::setFrameLoop(s32 begin, s32 end)
{
if (m_mesh->getStartFrame() != begin || m_mesh->getEndFrame() != end)
m_mesh->setFrameLoop(begin, end);
}
/**
* Sets the animation speed (FPS) for the mesh
*/
void GUIScene::setAnimationSpeed(f32 speed)
{
m_mesh->setAnimationSpeed(speed);
}
/* Camera control functions */
inline void GUIScene::calcOptimalDistance()
{
core::aabbox3df box = m_mesh->getBoundingBox();
f32 width = box.MaxEdge.X - box.MinEdge.X;
f32 height = box.MaxEdge.Y - box.MinEdge.Y;
f32 depth = box.MaxEdge.Z - box.MinEdge.Z;
f32 max_width = width > depth ? width : depth;
const scene::SViewFrustum *f = m_cam->getViewFrustum();
f32 cam_far = m_cam->getFarValue();
f32 far_width = core::line3df(f->getFarLeftUp(), f->getFarRightUp()).getLength();
f32 far_height = core::line3df(f->getFarLeftUp(), f->getFarLeftDown()).getLength();
core::recti rect = getAbsolutePosition();
f32 zoomX = rect.getWidth() / max_width;
f32 zoomY = rect.getHeight() / height;
f32 dist;
if (zoomX < zoomY)
dist = (max_width / (far_width / cam_far)) + (0.5f * max_width);
else
dist = (height / (far_height / cam_far)) + (0.5f * max_width);
m_cam_distance = dist;
m_update_cam = true;
}
void GUIScene::updateCamera(scene::ISceneNode *target)
{
m_target = target;
updateTargetPos();
m_last_target_pos = m_target_pos;
updateCameraPos();
m_update_cam = true;
}
void GUIScene::updateTargetPos()
{
m_last_target_pos = m_target_pos;
m_target->updateAbsolutePosition();
m_target_pos = m_target->getAbsolutePosition();
}
void GUIScene::setCameraRotation(v3f rot)
{
correctBounds(rot);
core::matrix4 mat;
mat.setRotationDegrees(rot);
m_cam_pos = mat.rotateAndScaleVect(v3f(0.f, 0.f, m_cam_distance));
m_cam_pos += m_target_pos;
m_cam->setPosition(m_cam_pos);
m_update_cam = false;
}
bool GUIScene::correctBounds(v3f &rot)
{
const float ROTATION_MAX_1 = 60.0f;
const float ROTATION_MAX_2 = 300.0f;
// Limit and correct the rotation when needed
if (rot.X < 90.f) {
if (rot.X > ROTATION_MAX_1) {
rot.X = ROTATION_MAX_1;
return true;
}
} else if (rot.X < ROTATION_MAX_2) {
rot.X = ROTATION_MAX_2;
return true;
}
// Not modified
return false;
}
void GUIScene::cameraLoop()
{
updateCameraPos();
updateTargetPos();
if (m_target_pos != m_last_target_pos)
m_update_cam = true;
if (m_update_cam) {
m_cam_pos = m_target_pos + (m_cam_pos - m_target_pos).normalize() * m_cam_distance;
v3f rot = getCameraRotation();
if (correctBounds(rot))
setCameraRotation(rot);
m_cam->setPosition(m_cam_pos);
m_cam->setTarget(m_target_pos);
m_update_cam = false;
}
}