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