/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "JSInterface_GameView.h" #include "graphics/Camera.h" #include "graphics/GameView.h" #include "graphics/Terrain.h" #include "maths/FixedVector3D.h" #include "ps/Game.h" #include "ps/World.h" #include "ps/CLogger.h" #include "scriptinterface/FunctionWrapper.h" #include "scriptinterface/Object.h" #include "simulation2/helpers/Position.h" namespace JSI_GameView { #define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME) \ bool Get##NAME##Enabled() \ { \ if (!g_Game || !g_Game->GetView()) \ { \ LOGERROR("Trying to get a setting from GameView when it's not initialized!"); \ return false; \ } \ return g_Game->GetView()->Get##NAME##Enabled(); \ } \ \ void Set##NAME##Enabled(bool Enabled) \ { \ if (!g_Game || !g_Game->GetView()) \ { \ LOGERROR("Trying to set a setting of GameView when it's not initialized!"); \ return; \ } \ g_Game->GetView()->Set##NAME##Enabled(Enabled); \ } IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Culling); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(LockCullCamera); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(ConstrainCamera); #undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING #define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \ ScriptFunction::Register<&Get##NAME##Enabled>(rq, "GameView_Get" #NAME "Enabled"); \ ScriptFunction::Register<&Set##NAME##Enabled>(rq, "GameView_Set" #NAME "Enabled"); void RegisterScriptFunctions_Settings(const ScriptRequest& rq) { REGISTER_BOOLEAN_SCRIPT_SETTING(Culling); REGISTER_BOOLEAN_SCRIPT_SETTING(LockCullCamera); REGISTER_BOOLEAN_SCRIPT_SETTING(ConstrainCamera); } #undef REGISTER_BOOLEAN_SCRIPT_SETTING JS::Value GetCameraRotation(const ScriptRequest& rq) { if (!g_Game || !g_Game->GetView()) return JS::UndefinedValue(); const CVector3D rotation = g_Game->GetView()->GetCameraRotation(); JS::RootedValue val(rq.cx); Script::CreateObject(rq, &val, "x", rotation.X, "y", rotation.Y); return val; } JS::Value GetCameraZoom() { if (!g_Game || !g_Game->GetView()) return JS::UndefinedValue(); return JS::NumberValue(g_Game->GetView()->GetCameraZoom()); } JS::Value GetCameraPivot(const ScriptRequest& rq) { if (!g_Game || !g_Game->GetView()) return JS::UndefinedValue(); const CVector3D pivot = g_Game->GetView()->GetCameraPivot(); JS::RootedValue pivotValue(rq.cx); Script::CreateObject(rq, &pivotValue, "x", pivot.X, "z", pivot.Z); return pivotValue; } JS::Value GetCameraPosition(const ScriptRequest& rq) { if (!g_Game || !g_Game->GetView()) return JS::UndefinedValue(); const CVector3D position = g_Game->GetView()->GetCameraPosition(); JS::RootedValue positionValue(rq.cx); Script::CreateObject(rq, &positionValue, "x", position.X, "y", position.Y, "z", position.Z); return positionValue; } /** * Move camera to a 2D location. */ void CameraMoveTo(entity_pos_t x, entity_pos_t z) { if (!g_Game || !g_Game->GetWorld() || !g_Game->GetView()) return; const CTerrain& terrain = g_Game->GetWorld()->GetTerrain(); CVector3D target; target.X = x.ToFloat(); target.Z = z.ToFloat(); target.Y = terrain.GetExactGroundLevel(target.X, target.Z); g_Game->GetView()->MoveCameraTarget(target); } /** * Set the camera to look at the given location. */ void SetCameraTarget(float x, float y, float z) { if (!g_Game || !g_Game->GetView()) return; g_Game->GetView()->MoveCameraTarget(CVector3D(x, y, z)); } /** * Set the data (position, orientation and zoom) of the camera. */ void SetCameraData(entity_pos_t x, entity_pos_t y, entity_pos_t z, entity_pos_t rotx, entity_pos_t roty, entity_pos_t zoom) { if (!g_Game || !g_Game->GetView()) return; CVector3D pos(x.ToFloat(), y.ToFloat(), z.ToFloat()); g_Game->GetView()->SetCamera(pos, rotx.ToFloat(), roty.ToFloat(), zoom.ToFloat()); } /** * Start / stop camera following mode. * @param entityid unit id to follow. If zero, stop following mode */ void CameraFollow(entity_id_t entityid) { if (!g_Game || !g_Game->GetView()) return; g_Game->GetView()->FollowEntity(entityid, false); } /** * Start / stop first-person camera following mode. * @param entityid unit id to follow. If zero, stop following mode. */ void CameraFollowFPS(entity_id_t entityid) { if (!g_Game || !g_Game->GetView()) return; g_Game->GetView()->FollowEntity(entityid, true); } entity_id_t GetFollowedEntity() { if (!g_Game || !g_Game->GetView()) return INVALID_ENTITY; return g_Game->GetView()->GetFollowedEntity(); } CFixedVector3D GetTerrainAtScreenPoint(int x, int y) { CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true); return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z)); } void RegisterScriptFunctions(const ScriptRequest& rq) { RegisterScriptFunctions_Settings(rq); ScriptFunction::Register<&GetCameraRotation>(rq, "GetCameraRotation"); ScriptFunction::Register<&GetCameraZoom>(rq, "GetCameraZoom"); ScriptFunction::Register<&GetCameraPivot>(rq, "GetCameraPivot"); ScriptFunction::Register<&GetCameraPosition>(rq, "GetCameraPosition"); ScriptFunction::Register<&CameraMoveTo>(rq, "CameraMoveTo"); ScriptFunction::Register<&SetCameraTarget>(rq, "SetCameraTarget"); ScriptFunction::Register<&SetCameraData>(rq, "SetCameraData"); ScriptFunction::Register<&CameraFollow>(rq, "CameraFollow"); ScriptFunction::Register<&CameraFollowFPS>(rq, "CameraFollowFPS"); ScriptFunction::Register<&GetFollowedEntity>(rq, "GetFollowedEntity"); ScriptFunction::Register<&GetTerrainAtScreenPoint>(rq, "GetTerrainAtScreenPoint"); } }