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camera.scm
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;;; camera.scm
;;; Kamera -olio.
(define (new-camera followed-player vis-interface ticker)
; Apufunktioita
(define (h-phase-0.5-altitude)
(- (* 2
h-transition-view-distance)
1))
(define (h-phase-1.0-altitude maze-width maze-height)
(let ((max-distance (max (if (odd? maze-width)
maze-width
(+ maze-width 1))
(if (odd? maze-height)
maze-height
(+ maze-height 1)))))
(+ (* zoom-factor
max-distance)
1)))
(define (calculate-maze-center-loc maze-width maze-height)
(vector (/ (if (odd? maze-width)
maze-width
(+ maze-width 1))
2)
(/ (if (odd? maze-height)
maze-height
(+ maze-height 1))
2)
0))
;;; h-phase -olio. Kuvaa 2d<->3d -moodien välisen siirtymän vaihetta.
;;; 0.0 = 3d, 0.5 = bezier-liukuman ja pystysuoran liukuman liitoskohta, 1.0 = 2d
;;; Olion arvo on välillä 0.0 - 1.0. Välillä 0.0 - 0.5 (bezier phase) muutosnopeus vaihtelee
;;; tilanteen mukaan, mutta välillä 0.5 - 1.0 (linear phase) muutosnopeus on vakio.
(define (new-h-phase ticker player maze-width maze-height)
(define (bezier-phase-steps player maze-width maze-height)
(/ (vector-geom-length (sub (add (calculate-maze-center-loc maze-width maze-height)
(vector 0 0 (h-phase-0.5-altitude)))
(((player 'locator) 'get-loc))))
2d<->3d-transition-average-step-length))
(define (linear-phase-steps maze-width maze-height)
(/ (abs (- (h-phase-1.0-altitude maze-width maze-height)
(h-phase-0.5-altitude)))
2d<->3d-transition-average-step-length))
(let ((bezier-phase-slider (new-smooth-changing-value ticker
(* 2 (bezier-phase-steps player
maze-width
maze-height))
(lambda (t) t)
(cadr (assq initial-viewmode
'((3d 0)
(2d 0.5))))))
(linear-phase-slider (new-smooth-changing-value ticker
(* 2 (linear-phase-steps maze-width
maze-height))
(lambda (t)
(+ (/ (dynamic-bezier (* 2 (- t 0.5))
0 0.33 1 1)
2)
0.5))
(cadr (assq initial-viewmode
'((3d 0.5)
(2d 1))))))
(active-phase (cadr (assq initial-viewmode
'((3d bezier)
(2d linear)))))
(target-mode initial-viewmode))
;;; Metodit
; Tarkistaa ollaanko bezier- ja linear -vaiheiden vaihdoskohdassa.
(define (tick!)
; sliderit ovat jo saaneet tämän tikityksen.. (ne alustettiin ensin)
(cond
; Ollaan siirtymässä bezier->linear?
((and (eq? target-mode '2d)
(eq? active-phase 'bezier)
(= ((bezier-phase-slider 'get-value)) 0.5))
(set! active-phase 'linear)
; bezier-slideri pysähtyy 0.5:een, käynnistetään linear -slideri
((linear-phase-slider 'set-target-value!) 1))
; Ollaan siirtymässä linear->bezier?
((and (eq? target-mode '3d)
(eq? active-phase 'linear)
(= ((linear-phase-slider 'get-mapped-value)) 0.5))
(set! active-phase 'bezier)
((bezier-phase-slider 'set-target-value!) 0))))
(define (manual-tick!)
((bezier-phase-slider 'tick!))
((linear-phase-slider 'tick!))
(tick!))
(define (set-state! new-h new-target-mode)
(set! target-mode new-target-mode)
((bezier-phase-slider 'set-value!) (min new-h 0.5))
((bezier-phase-slider 'set-target-value!) (cadr (assq target-mode
'((3d 0)
(2d 0.5)))))
((linear-phase-slider 'set-value!) (max new-h 0.5))
((linear-phase-slider 'set-target-value!) (cadr (assq target-mode
'((3d 0.5)
(2d 1)))))
(set! active-phase (if (< new-h 0.5)
'bezier
'linear)))
(define (get-value)
(if (eq? active-phase 'bezier)
((bezier-phase-slider 'get-mapped-value))
((linear-phase-slider 'get-mapped-value))))
(define (get-linear-phase-steps)
(linear-phase-steps maze-width maze-height))
(define (switch-viewmode!)
(set! target-mode
(if (eq? target-mode '3d)
'2d
'3d))
(if (eq? active-phase 'bezier)
((bezier-phase-slider 'set-target-value!) (if (eq? target-mode '3d)
0
0.5))
((linear-phase-slider 'set-target-value!) (if (eq? target-mode '3d)
0.5
1)))
((bezier-phase-slider 'set-0-to-1-steps!) (* 2 (bezier-phase-steps player
maze-width
maze-height))))
(define (set-target-viewmode! new-viewmode)
(if (not (eq? target-mode new-viewmode))
(switch-viewmode!)))
(define (get-state-snapshot)
(vector ((bezier-phase-slider 'get-value))
((bezier-phase-slider 'get-0-to-1-steps))
((linear-phase-slider 'get-value))
active-phase
target-mode))
(define (revert-state-to-snapshot! snapshot)
((bezier-phase-slider 'set-value!) (vector-ref snapshot 0))
((bezier-phase-slider 'set-0-to-1-steps!) (vector-ref snapshot 1))
((linear-phase-slider 'set-value!) (vector-ref snapshot 2))
(set! active-phase (vector-ref snapshot 3))
(set! target-mode (vector-ref snapshot 4))
((bezier-phase-slider 'set-target-value!) (if (eq? target-mode '3d)
0
0.5))
((linear-phase-slider 'set-target-value!) (if (eq? target-mode '3d)
0.5
1)))
;;; Dispatch
(define (dispatch method)
(cond ((eq? method 'tick!) tick!)
((eq? method 'manual-tick!) manual-tick!)
((eq? method 'set-state!) set-state!)
((eq? method 'get-value) get-value)
((eq? method 'get-linear-phase-steps) get-linear-phase-steps)
((eq? method 'switch-viewmode!) switch-viewmode!)
((eq? method 'set-target-viewmode!) set-target-viewmode!)
((eq? method 'get-state-snapshot) get-state-snapshot)
((eq? method 'revert-state-to-snapshot!) revert-state-to-snapshot!)
(else (error "Unknown method! camera.h-phase." method))))
((ticker 'request-ticking!) dispatch)
dispatch))
;;; new-camera -runko:
(let ((h-phase (new-h-phase ticker
followed-player
(car (vis-interface 'size))
(cadr (vis-interface 'size))))
(window-size-x.y (cons 0 0)) ; x-ikkunan koko
(color-cycle-phase 0) ; värikierron vaihe
(3d-vectors false)) ; näkymän eteen, oikealle ja ylös -suuntavektorit
;;; ==================================================
;;; Apufunktiot
;;; ==================================================
; sijainti, eteen, oikealle ja ylös -vektoreiden laskenta h-phase huomioiden.
; h-phase:
; 0.0 - 0.5 Kamera liukuu pelaajan sijainnista labyrintin keskelle
; katsomaan suoraan alas. Korkeus siten, että labyrinttiä näkyy
; h-transition-view-distancen verran joka suuntaan keskipisteestä.
; (= h-phase-0.5-altitude)
; Katseen suunta:
; Pelaajan kulkusuunta(h-phase == 0.0) - pohjoiseen&alas(h-phase == 0.5)
; 0.5 - 1.0 Kamera liukuu em. pisteestä suoraan ylös, kunnes koko labyrintti näkyy.
; (= h-phase-1.0-altitude)
; Katseen suunta pohjoiseen&alas (eli katse pohjoiseen ja sitten nokka alas)
(define (make-3d-vectors)
; h-phase=0.0 - h-phase=0.5 -siirtymä:
; Katseen suunta:
; Siirtymän kuvaajakäyrän derivaatta on alussa ja lopussa 0
; alku- ja loppunykäysten välttämiseksi:
; f(0) = 0, f(1) = 1, f'(0)=f'(1)=0
; -> f: -2t^3 + 3t^2
(define (view-dir-transition-curve-func t)
(+ (* -2
(expt t 3))
(* 3
(expt t 2))))
; Down-pitch:
; Muuttuu jyrkästi alussa -> kamera kääntyy nopeasti katsomaan alas
(define (down-pitch-transition-curve-func t)
(view-dir-transition-curve-func (expt t 0.5)))
; h-phase == 0.0 -> down-pitch = 0
; h-phase >= 0.5 -> down-pitch = pi/2
(define (generate-down-pitch-from-h-phase h-phase)
(if (< h-phase 0.5)
(* (down-pitch-transition-curve-func (* 2 h-phase))
pi/2)
pi/2))
(let ((loc-vec (make-vector 3))
(ahead-vec (make-vector 3))
(right-vec (make-vector 3))
(up-vec (make-vector 3))
(down-pitch (generate-down-pitch-from-h-phase ((h-phase 'get-value))))
(dir ((followed-player 'get-dir))))
; 3d-vectors -laskenta --------------------------------------
(define (calculate)
;;; ==============================================================
;;; Apufunktiot
;;; ==============================================================
; h-phase == 0.0 -> result = dir
; h-phase >= 0.5 -> result = pi/2
(define (generate-dir-with-h-turn dir h-phase)
(let ((t (if (< h-phase 0.5)
(* 2 h-phase)
1)))
(mod (+ (* (- 1 (view-dir-transition-curve-func t))
(if (> dir (* 1.5 pi))
(- dir 2pi)
dir))
(* (view-dir-transition-curve-func t)
pi/2))
2pi)))
; loc-vec:
; h-phase = 0.0 - 0.5:
; määritellään bezier-käyrällä seuraavien tukipisteiden avulla:
; x0: (player-loc)
; x1: (player-loc + < 0 0 (0.5 * h-phase-0.5-altitude) > )
; x2: (maze-center-loc + < 0 0 (0.5 * h-phase-0.5-altitude) > )
; x3: (maze-center-loc + < 0 0 h-phase-0.5-altitude > )
; Sijainti x0 -päässä, kun h-phase == 0
; x3 -päässä, kun h-phase == 0.5
; h-phase = 0.5 - 1.0:
; interpoloidaan väliltä:
; x0: (maze-center-loc + < 0 0 h-phase-0.5-altitude > )
; x1: (maze-center-loc + < 0 0 h-phase-1.0-altitude > )
(define (calculate-loc-vec player-loc maze-center-loc maze-width maze-height h-phase)
(define (calculate-with-bezier t)
(let ((x0 player-loc)
(x1 (add player-loc
(vector 0 0 (* 0.5 (h-phase-0.5-altitude)))))
(x2 (add maze-center-loc
(vector 0 0 (* 0.5 (h-phase-0.5-altitude)))))
(x3 (add maze-center-loc
(vector 0 0 (h-phase-0.5-altitude)))))
(dynamic-bezier t x0 x1 x2 x3)))
(define (calculate-with-interpolation t)
(let ((x0 (add maze-center-loc
(vector 0 0 (h-phase-0.5-altitude))))
(x1 (add maze-center-loc
(vector 0 0 (h-phase-1.0-altitude maze-width maze-height)))))
(add (mul (- 1 t)
x0)
(mul t
x1))))
(if (< h-phase 0.5)
(calculate-with-bezier (* 2 h-phase))
(calculate-with-interpolation (* 2
(- h-phase 0.5)))))
;;; ==============================================================
;;; calculate -runko
;;; ==============================================================
(let ((dir-with-h-turn (generate-dir-with-h-turn dir
(get-h-phase))))
; loc-vec
(let ((maze-width (car (vis-interface 'size)))
(maze-height (cadr (vis-interface 'size))))
(let ((player-loc (((followed-player 'locator) 'get-loc)))
(maze-center-loc (calculate-maze-center-loc maze-width maze-height)))
(set! loc-vec (calculate-loc-vec player-loc
maze-center-loc
maze-width
maze-height
(get-h-phase)))))
;;; ahead, right ja up -vektorit
; ahead-vec
(vector-set! ahead-vec 0 (* (cos down-pitch)
(cos dir-with-h-turn))) ; x
(vector-set! ahead-vec 1 (* (cos down-pitch)
(sin dir-with-h-turn))) ; y
(vector-set! ahead-vec 2 (- (sin down-pitch))) ; z
; right-vec
(vector-set! right-vec 0 (sin dir-with-h-turn)) ; x
(vector-set! right-vec 1 (- (cos dir-with-h-turn))) ; y
(vector-set! right-vec 2 0) ; z
; up-vec
(vector-set! up-vec 0 (* (sin down-pitch)
(cos dir-with-h-turn))) ; x
(vector-set! up-vec 1 (* (sin down-pitch)
(sin dir-with-h-turn)))
(vector-set! up-vec 2 (cos down-pitch))))
; 3d-vectors -dispatch ----------------------------------------
(define (dispatch request)
(cond ((eq? request 'loc-vec) loc-vec)
((eq? request 'ahead-vec) ahead-vec)
((eq? request 'right-vec) right-vec)
((eq? request 'up-vec) up-vec)
((eq? request 'down-pitch) down-pitch)
(else (error "Unknown vector request! camera.3d-vectors." request))))
(calculate)
;(display (list 'cam: 'ahead: ahead-vec)) (newline)
dispatch))
;;; ==================================================
;;; Metodit
;;; ==================================================
(define (follow-player! new-player) (set! followed-player new-player))
(define (tick!)
; (cond ((= h-dir 1)
; ; Kuvakulma vaihtumassa 3d -> 2d
; (begin
; (set! h-phase (+ h-phase h-phase-step))
; (if (> h-phase 1)
; (begin
; (set! h-dir 0)
; (set! h-phase 1)))))
; ; Kuvakulma vaihtumassa 2d -> 3d
; ((= h-dir -1)
; (begin
; (set! h-phase (- h-phase h-phase-step))
; (if (< h-phase 0)
; (begin
; (set! h-dir 0)
; (set! h-phase 0))))))
; Kasvatetaan color-cycle-phasea yhdellä
(begin
(set! color-cycle-phase (+ color-cycle-phase 1))
(if (= color-cycle-phase color-cycle-steps)
(set! color-cycle-phase 0)))
; Lasketaan 3d-vektorit uudelleen
(set! 3d-vectors (make-3d-vectors)))
(define (manual-tick!)
((h-phase 'manual-tick!))
(tick!))
(define (switch-viewmode!)
((h-phase 'switch-viewmode!)))
; (if (= h-dir 0)
; (set! h-dir (if (< h-phase 0.5)
; 1
; -1))
; (set! h-dir (- h-dir))))
(define (set-window-size-x.y! new-size)
(set! window-size-x.y new-size)
(set! 3d-vectors false))
(define (set-color-cycle-phase! new-phase) (set! color-cycle-phase new-phase))
(define (set-h-phase-state! . args)
(apply (h-phase 'set-state!) args)
(set! 3d-vectors false))
(define (get-h-phase) ((h-phase 'get-value)))
(define (above-walls?) (> (z-component (3d-vectors-handler 'loc-vec)) 1.0))
(define (get-window-size-x.y) window-size-x.y)
(define (get-color-cycle-phase) color-cycle-phase)
(define (3d-vectors-handler vec-name)
(if (not 3d-vectors)
(set! 3d-vectors (make-3d-vectors)))
(3d-vectors vec-name))
(define (get-loc-as-cell-index-x.y) (loc-vector->cell-index-x.y (3d-vectors-handler 'loc-vec)))
(define (get-loc-as-x.y-pair) (loc-vector->x.y-pair (3d-vectors-handler 'loc-vec)))
(define (get-state-snapshot)
(vector ((h-phase 'get-state-snapshot))
color-cycle-phase))
(define (revert-state-to-snapshot! snapshot)
((h-phase 'revert-state-to-snapshot!) (vector-ref snapshot 0))
(set! color-cycle-phase (vector-ref snapshot 1))
(set! 3d-vectors false))
;;; ==================================================
;;; Dispatch
;;; ==================================================
(define (dispatch method)
(cond ((eq? method 'tick!) tick!)
((eq? method 'manual-tick!) manual-tick!)
((eq? method 'follow-player!) follow-player!)
((eq? method 'switch-viewmode!) switch-viewmode!)
((eq? method 'set-h-phase-state!) set-h-phase-state!)
((eq? method 'get-state-snapshot) get-state-snapshot)
((eq? method 'revert-state-to-snapshot!) revert-state-to-snapshot!)
((eq? method 'set-window-size-x.y!) set-window-size-x.y!)
((eq? method 'set-color-cycle-phase!) set-color-cycle-phase!)
((eq? method 'get-h-phase) get-h-phase)
((eq? method 'get-linear-phase-steps) (h-phase 'get-linear-phase-steps))
((eq? method 'above-walls?) above-walls?)
((eq? method 'get-window-size-x.y) get-window-size-x.y)
((eq? method '3d-vectors) 3d-vectors-handler)
((eq? method 'get-loc-as-cell-index-x.y) get-loc-as-cell-index-x.y)
((eq? method 'get-loc-as-x.y-pair) get-loc-as-x.y-pair)
((eq? method 'get-color-cycle-phase) get-color-cycle-phase)
(else (error "Unknown method! camera." method))))
((ticker 'request-ticking!) dispatch)
dispatch))