paysages3d/src/interface/modeler/ModelerCameras.cpp

124 lines
3.1 KiB
C++

#include "ModelerCameras.h"
#include "MainModelerWindow.h"
#include "OpenGLRenderer.h"
#include "Scenery.h"
#include "CameraDefinition.h"
#include "AtmosphereDefinition.h"
#include "FloatNode.h"
#include "AtmosphereRenderer.h"
ModelerCameras::ModelerCameras(MainModelerWindow *parent) : QObject(parent), parent(parent) {
render = new CameraDefinition();
topdown = new CameraDefinition();
current = new CameraDefinition();
tool = new CameraDefinition();
previous = render;
active = render;
tool_mode = TOOL_NONE;
// Watch GUI choice
parent->connectQmlSignal("camera_choice", SIGNAL(stateChanged(QString)), this, SLOT(changeActiveCamera(QString)));
parent->connectQmlSignal("ui", SIGNAL(mainToolChanged(QString)), this, SLOT(toolChanged(QString)));
// Validate to apply initial camera to scenery
validate();
// Start update timer
startTimer(50);
}
ModelerCameras::~ModelerCameras() {
delete current;
delete render;
delete topdown;
delete tool;
}
void ModelerCameras::processZoom(double value) {
active->strafeForward(value);
validate();
}
void ModelerCameras::processScroll(double xvalue, double yvalue) {
active->strafeRight(xvalue);
active->strafeUp(yvalue);
validate();
}
void ModelerCameras::processPanning(double xvalue, double yvalue) {
active->rotateYaw(xvalue);
active->rotatePitch(yvalue);
validate();
}
void ModelerCameras::startSunTool() {
tool_mode = TOOL_SUN;
previous = active;
current->copy(tool);
active = tool;
parent->getScenery()->getAtmosphere()->propDayTime()->addWatcher(this, true);
}
void ModelerCameras::endTool() {
active = previous;
tool_mode = TOOL_NONE;
validate();
}
void ModelerCameras::timerEvent(QTimerEvent *) {
if (current->transitionToAnother(active, 0.5)) {
parent->getScenery()->keepCameraAboveGround(current);
parent->getRenderer()->setCamera(current);
}
}
void ModelerCameras::nodeChanged(const DefinitionNode *node, const DefinitionDiff *) {
if (node->getPath() == "/atmosphere/daytime" && tool_mode == TOOL_SUN) {
Vector3 direction = parent->getRenderer()->getAtmosphereRenderer()->getSunDirection();
tool->setTarget(tool->getLocation().add(direction));
}
}
void ModelerCameras::validate() {
parent->getScenery()->keepCameraAboveGround(active);
parent->getScenery()->keepCameraAboveGround(current);
parent->getRenderer()->setCamera(current);
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") {
render->copy(topdown);
topdown->strafeForward(-10.0);
topdown->strafeUp(25.0);
topdown->rotatePitch(-0.8);
topdown->validate();
active = topdown;
}
previous = active;
}
void ModelerCameras::toolChanged(const QString &tool) {
if (tool.isEmpty()) {
endTool();
} else if (tool == "sun") {
startSunTool();
}
}