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client/EterLib/Camera.h

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// Camera.h: interface for the CCamera class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_CAMERA_H__C5D086BE_7A03_4246_9145_336747C47D9E__INCLUDED_)
#define AFX_CAMERA_H__C5D086BE_7A03_4246_9145_336747C47D9E__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <map>
#include "../eterBase/Singleton.h"
#include "Ray.h"
const float CAMERA_TARGET_STANDARD = 100.0f;
const float CAMERA_TARGET_FACE = 150.0f;
typedef enum _eCameraState_
{
CAMERA_STATE_NORMAL,
CAMERA_STATE_CANTGODOWN,
CAMERA_STATE_CANTGORIGHT,
CAMERA_STATE_CANTGOLEFT,
CAMERA_STATE_SCREEN_BY_BUILDING,
CAMERA_STATE_SCREEN_BY_BUILDING_AND_TOOCLOSE,
} eCameraState;
class CCamera
{
public:
CCamera();
virtual ~CCamera();
static void SetCameraMaxDistance(float fMax);
void Lock();
void Unlock();
bool IsLock();
void Wheel(int nWheelLen);
bool Drag(int nMouseX, int nMouseY, LPPOINT lpReturnPoint);
bool EndDrag();
void BeginDrag(int nMouseX, int nMouseY);
bool IsDraging();
void SetResistance(float fResistance);
private:
const CCamera & operator = (const CCamera &) ; // 지원하지 않음
CCamera (const CCamera & ) ; //지원하지 않음
// Camera Update
eCameraState m_eCameraState;
eCameraState m_eCameraStatePrev;
float m_fPitchBackup;
float m_fRollBackup;
float m_fDistanceBackup;
float m_fTargetZBackUp;
D3DXVECTOR3 m_v3EyeBackup;
unsigned long m_ulNumScreenBuilding;
// protected:
bool m_isLock;
// Attributes for view matrix
D3DXVECTOR3 m_v3Eye;
D3DXVECTOR3 m_v3Target;
D3DXVECTOR3 m_v3Up;
// m_v3View = m_v3Target - m_v3Eye
D3DXVECTOR3 m_v3View;
// m_v3Cross = Cross(m_v3Up, m_v3View)
D3DXVECTOR3 m_v3Cross;
//ViewMatrixes
D3DXMATRIX m_matView;
D3DXMATRIX m_matInverseView;
D3DXMATRIX m_matBillboard; // Special matrix for billboarding effects
//추가분
float m_fPitch;
float m_fRoll;
float m_fDistance;
// 카메라 AI를 위한 Ray 들
// 카메라를 둘러싼 Ray
CRay m_kCameraBottomToTerrainRay;
CRay m_kCameraFrontToTerrainRay;
CRay m_kCameraBackToTerrainRay;
CRay m_kCameraLeftToTerrainRay;
CRay m_kCameraRightToTerrainRay;
CRay m_kTargetToCameraBottomRay;
CRay m_ViewRay;
CRay m_kLeftObjectCollisionRay;
CRay m_kTopObjectCollisionRay;
CRay m_kRightObjectCollisionRay;
CRay m_kBottomObjectCollisionRay;
float m_fTerrainCollisionRadius;
float m_fObjectCollisionRadius;
// protected:
float m_fTarget_;
float m_fEyeGroundHeightRatio;
float m_fTargetHeightLimitRatio;
float m_fPitchSum;
float m_fRollSum;
long m_lMousePosX;
long m_lMousePosY;
bool m_bDrag;
// protected:
// 물리
D3DXVECTOR3 m_v3AngularAcceleration;
D3DXVECTOR3 m_v3AngularVelocity;
float m_fResistance;
public:
//////////////////////////////////////////////////////////////////////////
// 물리
//////////////////////////////////////////////////////////////////////////
void SetAngularAcceleration(D3DXVECTOR3 v3AngularAcceleration) { m_v3AngularAcceleration = v3AngularAcceleration; }
//////////////////////////////////////////////////////////////////////////
// AI
//////////////////////////////////////////////////////////////////////////
void SetTerrainCollisionRadius(float fTerrainCollisionRadius) { m_fTerrainCollisionRadius = fTerrainCollisionRadius; }
void SetObjectCollisionRadius(float fObjectCollisionRadius) { m_fObjectCollisionRadius = fObjectCollisionRadius; }
CRay & GetViewRay() { return m_ViewRay; }
CRay & GetLeftObjectCollisionRay() { return m_kLeftObjectCollisionRay; }
CRay & GetRightObjectCollisionRay() { return m_kRightObjectCollisionRay; }
CRay & GetTopObjectCollisionRay() { return m_kTopObjectCollisionRay; }
CRay & GetBottomObjectCollisionRay() { return m_kBottomObjectCollisionRay; }
//////////////////////////////////////////////////////////////////////////
// Update
//////////////////////////////////////////////////////////////////////////
void Update();
eCameraState GetCameraState() {return m_eCameraState;}
void SetCameraState(eCameraState eNewCameraState);
void IncreaseNumSrcreenBuilding();
void ResetNumScreenBuilding();
unsigned long & GetNumScreenBuilding() { return m_ulNumScreenBuilding; }
const float & GetPitchBackUp() { return m_fPitchBackup; }
const float & GetRollBackUp() { return m_fRollBackup; }
const float & GetDistanceBackUp() { return m_fDistanceBackup; }
//////////////////////////////////////////////////////////////////////////
// properties
//////////////////////////////////////////////////////////////////////////
const D3DXVECTOR3 & GetEye() const { return m_v3Eye; }
const D3DXVECTOR3 & GetTarget() const { return m_v3Target; }
const D3DXVECTOR3 & GetUp() const { return m_v3Up; }
const D3DXVECTOR3 & GetView() const { return m_v3View; }
const D3DXVECTOR3 & GetCross() const { return m_v3Cross; }
const D3DXMATRIX & GetViewMatrix() const { return m_matView; }
const D3DXMATRIX & GetInverseViewMatrix() const { return m_matInverseView; }
const D3DXMATRIX & GetBillboardMatrix()const { return m_matBillboard; }
void SetViewParams(const D3DXVECTOR3 & v3Eye, const D3DXVECTOR3& v3Target, const D3DXVECTOR3& v3Up );
void SetEye(const D3DXVECTOR3 & v3Eye);
void SetTarget(const D3DXVECTOR3 & v3Target);
void SetUp(const D3DXVECTOR3 & v3Up);
float GetPitch() const { return m_fPitch; }
float GetRoll() const { return m_fRoll; }
float GetDistance() const { return m_fDistance; }
void Pitch(const float fPitchDelta); //돌아가는 각도를 넣는다.
void Roll(const float fRollDelta);
void SetDistance(const float fdistance);
//////////////////////////////////////////////////////////////////////////
// camera movement
//////////////////////////////////////////////////////////////////////////
// 말그대로 이동... 카메라 위치와 타겟 위치가 모두 달라진다.
void Move(const D3DXVECTOR3 & v3Displacement);
// 줌.. 카메라 위치만 이동.. 타겟 위치는 고정...
void Zoom(float fRatio);
// 뷰 방향으로 이동.. 타겟위치가 달라지므로 줌과는 다르다...
void MoveAlongView(float fDistance);
// 카메라 옆 방향으로 이동..
void MoveAlongCross(float fDistance);
// 카메라 업벡터 방향으로 이동...
void MoveAlongUp(float fDistance);
// 카메라 옆 방향으로 이동... MoveAlongCross과 동일..
void MoveLateral(float fDistance);
// 뷰 방향의 Z 성분을 무시한 XY평면 방향으로 이동..
void MoveFront(float fDistance);
// Z방향(연직 방향)으로 이동...
void MoveVertical(float fDistance);
// //카메라 위치는 고정시키고 머리만 든다. 타겟이 달라지겠죠?
// //회전각을 라디안이 아닌 "도(Degree)"로 넣는다.
// void RotateUpper(float fDegree);
// 타겟 중심으로 돈다. Eterlib의 SetAroundCamera의 기능과 유사...
// fPitchDegree는 수평(0도)로부터 아랫쪽으로 꺽어지는 각도...
// fRollDegree는 타겟 중심으로 시계방향으로 도는 각도...
void RotateEyeAroundTarget(float fPitchDegree, float fRollDegree);
// 도는 중심점을 따로 지정 그 점을 중심으로 돈다. 타겟 점도 달라지겠죠?
void RotateEyeAroundPoint(const D3DXVECTOR3 & v3Point, float fPitchDegree, float fRollDegree);
protected:
void SetViewMatrix();
void CalculateRoll();
public:
float GetTargetHeight();
void SetTargetHeight(float fTarget);
bool isTerrainCollisionEnable() { return m_bProcessTerrainCollision; }
void SetTerrainCollision(bool bEnable) { m_bProcessTerrainCollision = bEnable; }
private:
void ProcessTerrainCollision();
void ProcessBuildingCollision();
private:
bool m_bProcessTerrainCollision;
static float CAMERA_MIN_DISTANCE;
static float CAMERA_MAX_DISTANCE;
};
typedef std::map<BYTE, CCamera *> TCameraMap;
class CCameraManager : public CSingleton<CCameraManager>
{
public:
enum ECameraNum
{
NO_CURRENT_CAMERA,
DEFAULT_PERSPECTIVE_CAMERA,
DEFAULT_ORTHO_CAMERA,
CAMERA_MAX = 255
};
CCameraManager();
virtual ~CCameraManager();
bool AddCamera(unsigned char ucCameraNum);
bool RemoveCamera(unsigned char ucCameraNum);
CCamera * GetCurrentCamera();
void SetCurrentCamera(unsigned char ucCameraNum);
void ResetToPreviousCamera();
bool isCurrentCamera(unsigned char ucCameraNum);
unsigned char GetCurrentCameraNum();
bool isTerrainCollisionEnable();
void SetTerrainCollision(bool bEnable);
private:
TCameraMap m_CameraMap;
CCamera * m_pCurrentCamera;
CCamera * m_pPreviousCamera;
};
#endif // !defined(AFX_CAMERA_H__C5D086BE_7A03_4246_9145_336747C47D9E__INCLUDED_)