/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. https://axmol.dev/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "2d/ActionCamera.h" #include "2d/Node.h" #include "platform/StdC.h" namespace ax { // // CameraAction // ActionCamera::ActionCamera() : _center(0, 0, 0), _eye(0, 0, FLT_EPSILON), _up(0, 1, 0) {} void ActionCamera::startWithTarget(Node* target) { ActionInterval::startWithTarget(target); } ActionCamera* ActionCamera::clone() const { auto action = new ActionCamera(); action->autorelease(); return action; } ActionCamera* ActionCamera::reverse() const { // FIXME: This conversion isn't safe. return (ActionCamera*)ReverseTime::create(const_cast(this)); } void ActionCamera::restore() { _center.setZero(); _eye.set(0.0f, 0.0f, FLT_EPSILON); _up.set(0.0f, 1.0f, 0.0f); } void ActionCamera::setEye(const Vec3& eye) { _eye = eye; updateTransform(); } void ActionCamera::setEye(float x, float y, float z) { _eye.set(x, y, z); updateTransform(); } void ActionCamera::setCenter(const Vec3& center) { _center = center; updateTransform(); } void ActionCamera::setUp(const Vec3& up) { _up = up; updateTransform(); } void ActionCamera::updateTransform() { Mat4 lookupMatrix; Mat4::createLookAt(_eye.x, _eye.y, _eye.z, _center.x, _center.y, _center.z, _up.x, _up.y, _up.z, &lookupMatrix); Vec2 anchorPoint = _target->getAnchorPointInPoints(); bool needsTranslation = !anchorPoint.isZero(); Mat4 mv = Mat4::IDENTITY; if (needsTranslation) { Mat4 t; Mat4::createTranslation(anchorPoint.x, anchorPoint.y, 0, &t); mv = mv * t; } mv = mv * lookupMatrix; if (needsTranslation) { Mat4 t; Mat4::createTranslation(-anchorPoint.x, -anchorPoint.y, 0, &t); mv = mv * t; } // FIXME: Using the AdditionalTransform is a complete hack. // This should be done by multiplying the lookup-Matrix with the Node's MV matrix // And then setting the result as the new MV matrix // But that operation needs to be done after all the 'updates'. // So the Director should emit an 'director_after_update' event. // And this object should listen to it _target->setAdditionalTransform(&mv); } // // OrbitCamera // OrbitCamera::OrbitCamera() : _radius(0.0) , _deltaRadius(0.0) , _angleZ(0.0) , _deltaAngleZ(0.0) , _angleX(0.0) , _deltaAngleX(0.0) , _radZ(0.0) , _radDeltaZ(0.0) , _radX(0.0) , _radDeltaX(0.0) {} OrbitCamera::~OrbitCamera() {} OrbitCamera* OrbitCamera::create(float t, float radius, float deltaRadius, float angleZ, float deltaAngleZ, float angleX, float deltaAngleX) { OrbitCamera* obitCamera = new OrbitCamera(); if (obitCamera->initWithDuration(t, radius, deltaRadius, angleZ, deltaAngleZ, angleX, deltaAngleX)) { obitCamera->autorelease(); return obitCamera; } delete obitCamera; return nullptr; } OrbitCamera* OrbitCamera::clone() const { // no copy constructor return OrbitCamera::create(_duration, _radius, _deltaRadius, _angleZ, _deltaAngleZ, _angleX, _deltaAngleX); } bool OrbitCamera::initWithDuration(float t, float radius, float deltaRadius, float angleZ, float deltaAngleZ, float angleX, float deltaAngleX) { if (ActionInterval::initWithDuration(t)) { _radius = radius; _deltaRadius = deltaRadius; _angleZ = angleZ; _deltaAngleZ = deltaAngleZ; _angleX = angleX; _deltaAngleX = deltaAngleX; _radDeltaZ = (float)AX_DEGREES_TO_RADIANS(deltaAngleZ); _radDeltaX = (float)AX_DEGREES_TO_RADIANS(deltaAngleX); return true; } return false; } void OrbitCamera::startWithTarget(Node* target) { ActionCamera::startWithTarget(target); float r, zenith, azimuth; this->sphericalRadius(&r, &zenith, &azimuth); if (std::isnan(_radius)) _radius = r; if (std::isnan(_angleZ)) _angleZ = (float)AX_RADIANS_TO_DEGREES(zenith); if (std::isnan(_angleX)) _angleX = (float)AX_RADIANS_TO_DEGREES(azimuth); _radZ = (float)AX_DEGREES_TO_RADIANS(_angleZ); _radX = (float)AX_DEGREES_TO_RADIANS(_angleX); } void OrbitCamera::update(float dt) { float r = (_radius + _deltaRadius * dt) * FLT_EPSILON; float za = _radZ + _radDeltaZ * dt; float xa = _radX + _radDeltaX * dt; float i = sinf(za) * cosf(xa) * r + _center.x; float j = sinf(za) * sinf(xa) * r + _center.y; float k = cosf(za) * r + _center.z; setEye(i, j, k); } void OrbitCamera::sphericalRadius(float* newRadius, float* zenith, float* azimuth) { float r; // radius float s; float x = _eye.x - _center.x; float y = _eye.y - _center.y; float z = _eye.z - _center.z; r = sqrtf(powf(x, 2) + powf(y, 2) + powf(z, 2)); s = sqrtf(powf(x, 2) + powf(y, 2)); if (s == 0.0f) s = FLT_EPSILON; if (r == 0.0f) r = FLT_EPSILON; *zenith = acosf(z / r); if (x < 0) *azimuth = (float)M_PI - asinf(y / s); else *azimuth = asinf(y / s); *newRadius = r / FLT_EPSILON; } }