Files
fs2open.github.com/code/lab/renderer/lab_cameras.cpp
T
Mike Nelson 5078826340 Lab Weapon Viewer (#6704)
* Activate Lab Weapon viewer

* Allow displaying weapon tech models

* check for a valid tech model when switching

* enable render options for weapons and tech models

* Some cleanup

* Clang

* address feedback
2025-05-26 07:40:08 -04:00

89 lines
2.3 KiB
C++

#include "globalincs/pstypes.h"
#include "io/key.h"
#include "lab/renderer/lab_cameras.h"
#include "lab/labv2_internal.h"
LabCamera::~LabCamera() {
cam_delete(FS_camera);
}
void OrbitCamera::handleInput(int dx, int dy, bool, bool rmbDown, int modifierKeys) {
if (dx == 0 && dy == 0)
return;
if (rmbDown) {
if (modifierKeys & KEY_SHIFTED) {
distance *= 1.0f + (dy / 200.0f);
CLAMP(distance, 1.0f, 10000000.0f);
}
else {
theta += dx / 100.0f;
phi += dy / 100.0f;
CLAMP(phi, 0.01f, PI - 0.01f);
}
}
updateCamera();
}
void OrbitCamera::displayedObjectChanged() {
float distance_multiplier = 1.6f;
if (getLabManager()->CurrentObject != -1) {
object* obj = &Objects[getLabManager()->CurrentObject];
// Ships and Missiles use the object radius to get a camera distance
distance = obj->radius * distance_multiplier;
// Beams use the muzzle radius
if (obj->type == OBJ_BEAM) {
weapon_info* wip = &Weapon_info[Beams[obj->instance].weapon_info_index];
if (wip != nullptr) {
distance = wip->b_info.beam_muzzle_radius * distance_multiplier;
}
// Lasers use the laser length
} else if (obj->type == OBJ_WEAPON) {
weapon_info* wip = &Weapon_info[Weapons[obj->instance].weapon_info_index];
if (wip != nullptr && wip->render_type == WRT_LASER) {
distance = wip->laser_length * distance_multiplier;
}
}
}
updateCamera();
}
void OrbitCamera::updateCamera() {
auto cam = FS_camera.getCamera();
vec3d new_position;
new_position.xyz.x = sinf(phi) * cosf(theta);
new_position.xyz.y = cosf(phi);
new_position.xyz.z = sinf(phi) * sinf(theta);
vm_vec_scale(&new_position, distance);
object* obj = &Objects[getLabManager()->CurrentObject];
vec3d target = obj->pos;
if (obj->type == OBJ_WEAPON) {
weapon_info* wip = &Weapon_info[Weapons[obj->instance].weapon_info_index];
if (wip != nullptr && wip->render_type == WRT_LASER) {
// Offset target by half the laser length forward along the facing
vec3d forward;
vm_vec_copy_normalize(&forward, &obj->orient.vec.fvec);
vm_vec_scale_add2(&target, &forward, wip->laser_length * 0.5f);
}
vm_vec_add2(&new_position, &target);
}
cam->set_position(&new_position);
// If these are the same then that's not great so do nothing and use the last facing value
if (!vm_vec_same(&new_position, &target)) {
cam->set_rotation_facing(&target);
}
}