paysages3d/src/interface/modeler/quickapp/ModelerCameras.cpp

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#include "ModelerCameras.h"
#include "MainModelerWindow.h"
#include "OpenGLRenderer.h"
#include "Scenery.h"
#include "CameraDefinition.h"
ModelerCameras::ModelerCameras(MainModelerWindow *parent):
QObject(parent), parent(parent)
{
render = new CameraDefinition();
topdown = new CameraDefinition();
current = new CameraDefinition();
active = render;
// Watch GUI choice
QObject *widget = parent->findQmlObject("camera_choice");
connect(widget, SIGNAL(stateChanged(QString)), this, SLOT(changeActiveCamera(QString)));
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// Validate to apply initial camera to scenery
validate();
// Start update timer
startTimer(50);
}
ModelerCameras::~ModelerCameras()
{
delete current;
delete render;
delete topdown;
}
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void ModelerCameras::processZoom(double value)
{
active->strafeForward(value);
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validate();
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}
void ModelerCameras::processScroll(double xvalue, double yvalue)
{
active->strafeRight(xvalue);
active->strafeUp(yvalue);
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validate();
}
void ModelerCameras::processPanning(double xvalue, double yvalue)
{
active->rotateYaw(xvalue);
active->rotatePitch(yvalue);
validate();
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}
void ModelerCameras::timerEvent(QTimerEvent *)
{
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current->transitionToAnother(active, 0.5);
parent->getScenery()->keepCameraAboveGround(current);
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parent->getRenderer()->setCamera(current);
}
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void ModelerCameras::validate()
{
parent->getScenery()->keepCameraAboveGround(active);
parent->getScenery()->keepCameraAboveGround(current);
parent->getRenderer()->setCamera(current);
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if (active == render) {
parent->getScenery()->setCamera(active);
}
}
void ModelerCameras::changeActiveCamera(const QString &name)
{
if (name == "Render camera")
{
active = render;
}
else if (name == "Top-down camera")
{
topdown->setLocation(render->getLocation());
topdown->setTarget(render->getTarget());
topdown->strafeForward(-10.0);
topdown->strafeUp(25.0);
topdown->rotatePitch(-0.8);
topdown->validate();
active = topdown;
}
}