//
// This unit is part of the GLScene Project, http://glscene.org
//
{: GLNavigator<p>

  Unit for navigating TGLBaseObjects.<p>

	<b>History : </b><font size=-1><ul>
      <li>20/02/07 - DaStr - Moved Notification(), SetObject(), SetUseVirtualUp(),
                             SetVirtualUp(), CalcRight() to the "protected" section
                             Private "point1" renamed to FPrevPoint
                             Updated comments
                             TGLNavigator.SetObject made virtual
      <li>19/02/07 - DaStr - TGLNavigator.Create - FVirtualUp creation fixed
                             Added default values to TGLNavigator and TGLUserInterface
      <li>29/01/07 - DaStr - Moved registration to GLSceneRegister.pas
      <li>08/03/06 - ur - Fixed warnigs for Delphi 2006
      <li>31/10/05 - Mathx - Fixed bug 1340637 relating to freeNotifications on
                             the TGLUserInterface component.
      <li>18/12/04 - PhP - Added FlyForward
      <li>03/07/04 - LR - Added GLShowCursor, GLSetCursorPos, GLGetCursorPos,
                          GLGetScreenWidth, GLGetScreenHeight for Linux compatibility
      <li>11/05/04 - JAJ - Added some features and fixed a bug.
      <li>01/06/03 - JAJ - Added notification to movingobject...
      <li>01/06/03 - fig - CurrentHangle implementet...
      <li>14/07/02 - EG - InvertMouse (Joen A. Joensen)
      <li>18/03/02 - EG - Added MouseLookActive property, Fixed framerate dependency
      <li>15/03/02 - JAJ - Structure Change - Mouselook moved to newly created TGLUserInterface.
      <li>15/03/02 - RMCH - Added Mouselook capability.
      <li>09/11/00 - JAJ - First submitted. Base Class TGLNavigator included.
	</ul></font>
}
unit GLNavigator;

interface

{$I GLScene.inc}

uses
  // VCL
  SysUtils, Classes,

  // GLScene
  VectorGeometry, GLScene, GLCrossPlatform, GLCoordinates, GLScreen
  {$IFDEF GLS_DELPHI}, VectorTypes{$ENDIF};

type

	// TGLNavigator
	//
	{: TGLNavigator is the component for moving a TGLBaseSceneObject, and all Classes based on it,
      this includes all the objects from the Scene Editor.<p>

	   The four calls to get you started is
      <ul>
  	   <li>TurnHorisontal : it turns left and right.
	   <li>TurnVertical : it turns up and down.
	   <li>MoveForward :	moves back and forth.
     <li>FlyForward : moves back and forth in the movingobject's direction
      </ul>
	   The three properties to get you started is
      <ul>
	   <li>MovingObject : The Object that you are moving.
	   <li>UseVirtualUp : When UseVirtualUp is set you navigate Quake style. If it isn't
   		it's more like Descent.
	   <li>AngleLock : Allows you to block the Vertical angles. Should only be used in
			conjunction with UseVirtualUp.
	   <li>MoveUpWhenMovingForward : Changes movement from Quake to Arcade Airplane...
      (no tilt and flying)
	   <li>InvertHorizontalSteeringWhenUpsideDown : When using virtual up, and vertically
      rotating beyond 90 degrees, will make steering seem inverted, so we "invert" back
      to normal.
      </ul>
   }
  TGLNavigator = class(TComponent)
  private
    FObject: TGLBaseSceneObject;
    FVirtualRight: TVector;
    FVirtualUp: TGLCoordinates;
    FUseVirtualUp: boolean;
    FAutoUpdateObject: boolean;
    FMaxAngle: single;
    FMinAngle: single;
    FCurrentVAngle: single;
    FCurrentHAngle: single;
    FAngleLock: boolean;
    FMoveUpWhenMovingForward: boolean;
    FInvertHorizontalSteeringWhenUpsideDown: boolean;
  protected
    procedure Notification(AComponent: TComponent; Operation: TOperation); override;
    procedure SetObject(NewObject: TGLBaseSceneObject); virtual;
    procedure SetUseVirtualUp(UseIt: boolean);
    procedure SetVirtualUp(Up: TGLCoordinates);
    function CalcRight: TVector;
  public
    constructor Create(AOwner: TComponent); override;
    destructor Destroy; override;

    procedure TurnHorizontal(Angle: single);
    procedure TurnVertical(Angle: single);
    procedure MoveForward(Distance: single);
    procedure StrafeHorizontal(Distance: single);
    procedure StrafeVertical(Distance: single);
    procedure Straighten;
    procedure FlyForward(Distance: single);

    procedure LoadState(Stream: TStream);
    procedure SaveState(Stream: TStream);

    property CurrentVAngle: single read FCurrentVAngle;
    property CurrentHAngle: single read FCurrentHAngle;
  published
    property MoveUpWhenMovingForward: boolean read FMoveUpWhenMovingForward write FMoveUpWhenMovingForward default False;
    property InvertHorizontalSteeringWhenUpsideDown: boolean read FInvertHorizontalSteeringWhenUpsideDown write FInvertHorizontalSteeringWhenUpsideDown default False;
    property VirtualUp: TGLCoordinates read FVirtualUp write SetVirtualUp;
    property MovingObject: TGLBaseSceneObject read FObject write SetObject;
    property UseVirtualUp: boolean read FUseVirtualUp write SetUseVirtualUp default False;
    property AutoUpdateObject: boolean read FAutoUpdateObject write FAutoUpdateObject default False;
    property MaxAngle: single read FMaxAngle write FMaxAngle;
    property MinAngle: single read FMinAngle write FMinAngle;
    property AngleLock: boolean read FAngleLock write FAngleLock default False;
  end;

	// TGLUserInterface
	//
	{: TGLUserInterface is the component which reads the userinput and transform it into action.<p>

	   The four calls to get you started is
      <ul>
 	   <li>MouseLookActivate : set us up the bomb.
 	   <li>MouseLookDeActivate : defuses it.
	   <li>Mouselook(deltaTime: double) : handles mouse look... Should be called in the Cadencer event. (Though it works every where!)
	   <li>MouseUpdate : Resets mouse position so that you don't notice that the mouse is limited to the screen should be called after Mouselook.
      </ul>
	   The four properties to get you started are:
      <ul>
	   <li>InvertMouse     : Inverts the mouse Y axis.
	   <li>MouseSpeed      : Also known as mouse sensitivity.
	   <li>GLNavigator     : The Navigator which receives the user movement.
	   <li>GLVertNavigator : The Navigator which if set receives the vertical user movement. Used mostly for cameras....
      </ul>
   }

  TGLUserInterface = class(TComponent)
  private
    FPrevPoint: TGLPoint;
    midScreenX, midScreenY: integer;
    FMouseActive: boolean;
    FMouseSpeed: single;
    FGLNavigator: TGLNavigator;
    FGLVertNavigator: TGLNavigator;
    FInvertMouse: boolean;
    procedure MouseInitialize;
    procedure SetMouseLookActive(const val: boolean);
    procedure setNavigator(val: TGLNavigator);
    procedure setVertNavigator(val: TGLNavigator);
  protected
    procedure Notification(AComponent: TComponent; operation: TOperation); override;
  public
    constructor Create(AOwner: TComponent); override;
    destructor Destroy; override;
    procedure MouseUpdate;
    function MouseLook : Boolean;
    procedure MouseLookActiveToggle;
    procedure MouseLookActivate;
    procedure MouseLookDeactivate;
    function IsMouseLookOn: Boolean;
    procedure TurnHorizontal(Angle : Double);
    procedure TurnVertical(Angle : Double);
    property MouseLookActive : Boolean read FMouseActive write SetMouseLookActive;
  published
    property InvertMouse: boolean read FInvertMouse write FInvertMouse default False;
    property MouseSpeed: single read FMouseSpeed write FMouseSpeed;
    property GLNavigator: TGLNavigator read FGLNavigator write setNavigator;
    property GLVertNavigator: TGLNavigator read FGLVertNavigator write setVertNavigator;
  end;

implementation

Constructor TGLNavigator.Create(AOwner : TComponent);
Begin
  inherited;
  FVirtualUp := TGLCoordinates.CreateInitialized(Self, ZHmgVector, csPoint);
  FCurrentVAngle := 0;
  FCurrentHAngle := 0;
End;

Destructor  TGLNavigator.Destroy;

Begin
  FVirtualUp.Free;
  inherited;
End;


Procedure   TGLNavigator.SetObject(NewObject : TGLBaseSceneObject);
Begin
  If FObject <> NewObject then
  Begin
    If Assigned(FObject) then
      FObject.RemoveFreeNotification(Self);

    FObject := NewObject;
    If Assigned(FObject) then
    Begin
      if csdesigning in componentstate then
      Begin
        If VectorLength(FVirtualUp.AsVector) = 0 then
        Begin
          FVirtualUp.AsVector := FObject.Up.AsVector;
        End;
        Exit;
      End;

      If FUseVirtualUp Then FVirtualRight := CalcRight;

      FObject.FreeNotification(Self);
    End;
  End;
End;

procedure   TGLNavigator.Notification(AComponent: TComponent; Operation: TOperation);

Begin
  If Operation = opRemove then
  If AComponent = FObject then
    MovingObject := Nil;

  inherited;
End;

Function    TGLNavigator.CalcRight : TVector;

Begin
  If Assigned(FObject) then
  If FUseVirtualUp Then
  Begin
    VectorCrossProduct(FObject.Direction.AsVector, FVirtualUp.AsVector, Result);
    ScaleVector(Result,1/VectorLength(Result));
  End else VectorCrossProduct(FObject.Direction.AsVector, FObject.Up.AsVector, Result); { automaticly length(1), if not this is a bug }
End;

Procedure   TGLNavigator.TurnHorizontal(Angle : Single);

Var
  T : TVector;
  U : TAffineVector;
  TempVal : Single;


Begin
  If InvertHorizontalSteeringWhenUpsideDown and ((CurrentVAngle < -90) or (CurrentVAngle > 90)) then
    Angle := -Angle;

  FCurrentHAngle:=(FCurrentHAngle-Angle);

  If (FCurrentHAngle < 0) or (FCurrentHAngle > 360) then
  Begin
    TempVal := (FCurrentHAngle)/360;
    FCurrentHAngle :=  (TempVal-Floor(TempVal))*360;
  End;

  Angle := DegToRad(Angle); {make it ready for Cos and Sin }
  If FUseVirtualUp Then
  Begin
    SetVector(U, VirtualUp.AsVector);
    T := FObject.Up.AsVector;
    RotateVector(T,U,Angle);
    FObject.Up.AsVector := T;

    T := FObject.Direction.AsVector;
    RotateVector(T,U,Angle);
    FObject.Direction.AsVector := T;
  End else FObject.Direction.AsVector := VectorCombine(FObject.Direction.AsVector,CalcRight,Cos(Angle),Sin(Angle));
End;

Procedure   TGLNavigator.TurnVertical(Angle : Single);

Var
  ExpectedAngle : Single;
  CosAngle, SinAngle : Single;
  TempVal : Single;
  Direction : TVector;

Begin
  ExpectedAngle := FCurrentVAngle+Angle;
  If FAngleLock then
  Begin
    If ExpectedAngle > FMaxAngle then
    Begin
      If FCurrentVAngle = FMaxAngle then Exit;
      Angle := FMaxAngle-FCurrentVAngle;
      ExpectedAngle := FMaxAngle;
    End else
    Begin
      If ExpectedAngle < FMinAngle then
      Begin
        If FCurrentVAngle = FMinAngle then Exit;
        Angle := FMinAngle-FCurrentVAngle;
        ExpectedAngle := FMinAngle;
      End;
    End;
  End;
  FCurrentVAngle := ExpectedAngle;

  If (FCurrentVAngle < -180) or (FCurrentVAngle > 180) then
  Begin
    TempVal := (FCurrentVAngle+180)/360;
    FCurrentVAngle := (TempVal-Floor(TempVal))*360-180;
  End;

  Angle := DegToRad(Angle); {make it ready for Cos and Sin }
  SinCos(Angle,SinAngle,CosAngle);
  Direction := VectorCombine(MovingObject.Direction.AsVector,MovingObject.Up.AsVector,CosAngle,SinAngle);
  MovingObject.Up.AsVector := VectorCombine(MovingObject.Direction.AsVector,MovingObject.Up.AsVector,SinAngle,CosAngle);
  MovingObject.Direction.AsVector := Direction;
End;

Procedure   TGLNavigator.MoveForward(Distance : Single);
Begin
  If (FUseVirtualUp and (not MoveUpWhenMovingForward)) Then
  Begin
    FObject.Position.AsVector := VectorCombine(FObject.Position.AsVector,VectorCrossProduct(FVirtualUp.AsVector,CalcRight),1,Distance);
  End else FObject.Position.AsVector := VectorCombine(FObject.Position.AsVector,FObject.Direction.AsVector,1,Distance);
End;

Procedure   TGLNavigator.StrafeHorizontal(Distance : Single);
Begin
  FObject.Position.AsVector := VectorCombine(FObject.Position.AsVector,CalcRight,1,Distance);
End;

Procedure   TGLNavigator.StrafeVertical(Distance : Single);
Begin
  If UseVirtualUp Then
  Begin
    FObject.Position.AsVector := VectorCombine(FObject.Position.AsVector,FVirtualUp.AsVector,1,Distance);
  End else FObject.Position.AsVector := VectorCombine(FObject.Position.AsVector,FObject.Up.AsVector,1,Distance);
End;

procedure TGLNavigator.FlyForward(Distance: single);
begin
  FObject.Position.AsVector := VectorCombine(FObject.Position.AsVector, FObject.Direction.AsVector, 1, Distance);
end;

Procedure TGLNavigator.Straighten;

Var
  R : TVector;
  D : TVector;
  A : Single;

Begin
  FCurrentVAngle     := 0;
  FCurrentHAngle     := 0;

  R := CalcRight;
  A := VectorAngleCosine(AffineVectorMake(MovingObject.Up.AsVector), AffineVectorMake(VirtualUp.AsVector));
  MovingObject.Up.AsVector := VirtualUp.AsVector;

  VectorCrossProduct(R, FVirtualUp.AsVector, D);

  If A >= 0 then
    ScaleVector(D,-1/VectorLength(D))
  else
    ScaleVector(D,1/VectorLength(D));

  MovingObject.Direction.AsVector := D;
End;

Procedure   TGLNavigator.SetUseVirtualUp(UseIt : Boolean);

Begin
  FUseVirtualUp := UseIt;
  if csdesigning in componentstate then Exit;
  If FUseVirtualUp then FVirtualRight := CalcRight;
End;


Procedure   TGLNavigator.SetVirtualUp(Up : TGLCoordinates);
Begin
  FVirtualUp.Assign(Up);
  if csdesigning in componentstate then Exit;
  If FUseVirtualUp then FVirtualRight := CalcRight;
End;

Procedure   TGLNavigator.LoadState(Stream : TStream);

Var
  Vector : TAffineVector;
  B : ByteBool;
  S : Single;

Begin
  Stream.Read(Vector,SizeOf(TAffineVector));
  FObject.Position.AsAffineVector := Vector;
  Stream.Read(Vector,SizeOf(TAffineVector));
  FObject.Direction.AsAffineVector := Vector;
  Stream.Read(Vector,SizeOf(TAffineVector));
  FObject.Up.AsAffineVector := Vector;
  Stream.Read(B,SizeOf(ByteBool));
  UseVirtualUp := B;
  Stream.Read(B,SizeOf(ByteBool));
  FAngleLock := B;
  Stream.Read(S,SizeOf(Single));
  FMaxAngle := S;
  Stream.Read(S,SizeOf(Single));
  FMinAngle := S;
  Stream.Read(S,SizeOf(Single));
  FCurrentVAngle := S;
  Stream.Read(S,SizeOf(Single));
  FCurrentHAngle := S;
End;

Procedure   TGLNavigator.SaveState(Stream : TStream);

Var
  Vector : TAffineVector;
  B : ByteBool;
  S : Single;

Begin
  Vector := FObject.Position.AsAffineVector;
  Stream.Write(Vector,SizeOf(TAffineVector));
  Vector := FObject.Direction.AsAffineVector;
  Stream.Write(Vector,SizeOf(TAffineVector));
  Vector := FObject.Up.AsAffineVector;
  Stream.Write(Vector,SizeOf(TAffineVector));
  B := UseVirtualUp;
  Stream.Write(B,SizeOf(ByteBool));
  B := FAngleLock;
  Stream.Write(B,SizeOf(ByteBool));
  S := FMaxAngle;
  Stream.Write(S,SizeOf(Single));
  S := FMinAngle;
  Stream.Write(S,SizeOf(Single));
  S := FCurrentVAngle;
  Stream.Write(S,SizeOf(Single));
  S := FCurrentHAngle;
  Stream.Write(S,SizeOf(Single));
End;

function TGLUserInterface.IsMouseLookOn: Boolean;
begin
   Result:=FMouseActive;
end;

Procedure   TGLUserInterface.TurnHorizontal(Angle : Double);

Begin
  GLNavigator.TurnHorizontal(Angle);
End;

Procedure   TGLUserInterface.TurnVertical(Angle : Double);

Begin
  If Assigned(GLVertNavigator) then GLVertNavigator.TurnVertical(Angle)
  else GLNavigator.TurnVertical(Angle);
End;

procedure TGLUserInterface.MouseLookActiveToggle;
begin
   if FMouseActive then
      MouseLookDeactivate
   else MouseLookActivate;
end;

procedure TGLUserInterface.MouseLookActivate;
begin
   if not FMouseActive then begin
      FMouseActive := True;
      MouseInitialize;
      GLShowCursor(False);
   end;
end;

procedure TGLUserInterface.MouseLookDeactivate;
begin
   if FMouseActive then begin
      FMouseActive := False;
      GLShowCursor(True);
   end;
end;

procedure TGLUserInterface.MouseInitialize;
begin
   midScreenX:=GLGetScreenWidth div 2;
   midScreenY:=GLGetScreenHeight div 2;

   FPrevPoint.x:=midScreenX; FPrevPoint.Y:=midScreenY;
   GLSetCursorPos(midScreenX, midScreenY);
end;

// SetMouseLookActive
//
procedure TGLUserInterface.SetMouseLookActive(const val : Boolean);
begin
   if val<>FMouseActive then
      if val then
         MouseLookActivate
      else MouseLookDeactivate;
end;

procedure TGLUserInterface.MouseUpdate;
begin
   if FMouseActive then
     GLGetCursorPos(FPrevPoint);
end;

// Mouselook
//
function  TGLUserInterface.Mouselook : Boolean;
var
   deltaX, deltaY : Single;
begin
   Result := False;
   if not FMouseActive then exit;

   deltax:=(FPrevPoint.x-midscreenX)*mousespeed;
   deltay:=-(FPrevPoint.y-midscreenY)*mousespeed;
   If InvertMouse then deltay:=-deltay;

   if deltax <> 0 then begin
     TurnHorizontal(deltax*0.01);
     result := True;
   end;
   if deltay <> 0 then begin
     TurnVertical(deltay*0.01);
     result := True;
   end;

   if (FPrevPoint.x <> midScreenX) or (FPrevPoint.y <> midScreenY) then
      GLSetCursorPos(midScreenX, midScreenY);
end;

Constructor TGLUserInterface.Create(AOwner : TComponent);
Begin
  inherited;
  FMouseSpeed :=0;
  FMouseActive:=False;
  midScreenX:=GLGetScreenWidth div 2;
  midScreenY:=GLGetScreenHeight div 2;
  FPrevPoint.x:=midScreenX; FPrevPoint.Y:=midScreenY;
End;

Destructor  TGLUserInterface.Destroy;

Begin
  if FMouseActive then MouseLookDeactivate; // added by JAJ
  inherited;
End;

procedure TGLUserInterface.Notification(AComponent: TComponent; operation:
    TOperation);
begin
     if operation = opRemove then begin
          if AComponent = FGLNavigator then
               setNavigator(nil);
          if AComponent = FGLVertNavigator then
               setVertNavigator(nil);
     end;
     inherited;
end;

procedure TGLUserInterface.setNavigator(val: TGLNavigator);
begin
     if assigned(FGLNavigator) then FGLNavigator.RemoveFreeNotification(self);
     FGLNavigator:= val;
     if assigned(val) then val.FreeNotification(self);
end;

procedure TGLUserInterface.setVertNavigator(val: TGLNavigator);
begin
     if assigned(FGLVertNavigator) then FGLVertNavigator.RemoveFreeNotification(self);
     FGLVertNavigator:= val;
     if assigned(val) then val.FreeNotification(self);
end;

end.
