#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "activeGameState.h" #include "inGameAppState.h" #include "defConfigs.h" #include "structure.h" #include "game.h" #include "util.h" #include "tooltip.h" #include "gameObjectFrameController.h" #include "gameObjectFactory.h" #include "cameraController.h" #include "concreteGuiManager.h" using namespace vb01; using namespace vb01Gui; using namespace std; namespace battleship{ using namespace configData; using namespace gameBase; ActiveGameState::ActiveGameState(GuiAppState *gs, int plId) : AbstractAppState( AppStateType::ACTIVE_STATE, configData::calcSumBinds(AppStateType::ACTIVE_STATE, true), configData::calcSumBinds(AppStateType::ACTIVE_STATE, false), GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]), guiState(gs), playerId(plId), depth(1){ initDragbox(); mainPlayer = Game::getSingleton()->getPlayer(playerId); } ActiveGameState::~ActiveGameState() { removeDragbox(); } void ActiveGameState::initDragbox(){ Root *root = Root::getSingleton(); Material *mat = new Material(root->getLibPath() + "gui"); mat->addBoolUniform("texturingEnabled", false); mat->addBoolUniform("diffuseColorEnabled", false); mat->addVec4Uniform("diffuseColor", Vector4(.5, .5, .5, .5)); Quad *dragbox = new Quad(Vector3::VEC_ZERO, false); dragbox->setMaterial(mat); dragboxNode = new Node(); dragboxNode->attachMesh(dragbox); root->getGuiNode()->attachChild(dragboxNode); } void ActiveGameState::initCursor(){ string basePath = GameManager::getSingleton()->getPath() + "Textures/Icons/Cursors/"; sol::state_view SOL_LUA_VIEW = generateView(); string pt = SOL_LUA_VIEW["pointerTex"], at = SOL_LUA_VIEW["attackTex"], gt = SOL_LUA_VIEW["garrisonTex"], p1[]{basePath + pt}, p2[]{basePath + at}, p3[]{basePath + gt}; pointerTex = new Texture(p1, 1, false); attackTex = new Texture(p2, 1, false); garrisonTex = new Texture(p3, 1, false); Root *root = Root::getSingleton(); Material *mat = new Material(root->getLibPath() + "gui"); mat->addBoolUniform("texturingEnabled", true); mat->addTexUniform("diffuseMap", pointerTex, false); Quad *quad = new Quad(Vector3(20, 20, 0), false); quad->setMaterial(mat); cursorNode = new Node(); cursorNode->attachMesh(quad); root->getGuiNode()->attachChild(cursorNode); } void ActiveGameState::removeDragbox(){ Root::getSingleton()->getRootNode()->dettachChild(dragboxNode); delete dragboxNode; } void ActiveGameState::onAttached() { AbstractAppState::onAttached(); ConcreteGuiManager::getSingleton()->readLuaScreenScript("activeGameState.lua"); if(!cursorNode) initCursor(); } void ActiveGameState::onDettached() { AbstractAppState::onDettached(); } void ActiveGameState::updateCursor(){ Vector2 cursorPos = getCursorPos(); cursorNode->setPosition(Vector3(cursorPos.x, cursorPos.y, .8)); bool canSelect = canSelectHoveredOnGameObj(); bool ownGameObj = (gameObjHoveredOn && gameObjHoveredOn->getPlayer()->getTeam() == mainPlayer->getTeam()); if(controlPressed || (gameObjHoveredOn && !ownGameObj && gameObjHoveredOn->getType() == GameObject::Type::UNIT)) cursorState = CursorState::ATTACK; else cursorState = CursorState::NORMAL; cursorNode->setVisible(cursorState != CursorState::NORMAL); Texture *tex = nullptr; switch(cursorState){ case CursorState::ATTACK: tex = attackTex; break; case CursorState::GARRISON: tex = garrisonTex; break; } cursorNode->getMesh(0)->getMaterial()->setTexUniform("diffuseMap", tex, false); } void ActiveGameState::update() { ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton(); guiManager->getText("depth")->setText(L"Depth: " + to_wstring(depth)); guiManager->getText("refineds")->setText(to_wstring(mainPlayer->getResource(ResourceType::REFINEDS))); guiManager->getText("wealth")->setText(to_wstring(mainPlayer->getResource(ResourceType::WEALTH))); guiManager->getText("research")->setText(to_wstring(mainPlayer->getResource(ResourceType::RESEARCH))); updateCursor(); Vector2 cursorPos = getCursorPos(); float eps = .01; if(!isSelectionBox && selectMouseClicked && (fabs(clickPoint.x - cursorPos.x) > eps || fabs(clickPoint.y - cursorPos.y) > eps) && getTime() - lastSelectMouseClicked > 10) isSelectionBox = true; else if (isSelectionBox) updateDragBox(); dragboxNode->setVisible(isSelectionBox); updateGameObjHoveredOn(); vector selectedUnits = mainPlayer->getSelectedUnits(); GameObjectFrameController *fc = GameObjectFrameController::getSingleton(); if(!selectingDestOrient && orderMouseClicked && !selectedUnits.empty() && getTime() - lastOrderMouseClicked > 100){ if(targets.empty()) castRayToTerrain(); if(!buildableStructSelected) for(int i = 0; i < selectedUnits.size(); i++){ fc->addGameObjectFrame(GameObjectFrame(selectedUnits[i]->getId(), GameObject::Type::UNIT)); fc->placeGameObjectFrame(fc->getNumGameObjectFrames() - 1, targets[0].pos, selectedUnits[i]->getWidth(), selectedUnits[i]->getLength()); } selectingDestOrient = true; fc->setRotating(true); } else if(selectingDestOrient && !orderMouseClicked){ selectingDestOrient = false; fc->toggleFrameTransformations(false, false, false); fc->removeGameObjectFrames(); } renderUnits(); if(fc->isRotating() || fc->isPlacingOnSurface() || fc->isPlacingVertically()) fc->update(); CameraController *camCtr = CameraController::getSingleton(); if(!camCtr->isLookingAround()) camCtr->updateCameraPosition(); } void ActiveGameState::updateGameObjHoveredOn(){ vector gameObjs; vector players = Game::getSingleton()->getPlayers(); for(Player *pl : players){ vector resDeps = pl->getResourceDeposits(); vector units = pl->getUnits(); for(ResourceDeposit *rd : resDeps) gameObjs.push_back((GameObject*)rd); for(Unit *u : units) gameObjs.push_back((GameObject*)u); } for(GameObject *gameObj : gameObjs) if(isGameObjSelectable(gameObj, false)){ gameObjHoveredOn = gameObj; return; } gameObjHoveredOn = nullptr; } void ActiveGameState::deselectUnits(){ mainPlayer->deselectUnits(); GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton(); ufCtr->removeGameObjectFrames(); ufCtr->toggleFrameTransformations(false, false, false); unitGuiScreen = ""; ConcreteGuiManager::getSingleton()->readLuaScreenScript("activeGameState.lua"); } bool ActiveGameState::selectedUnitsAmongst(vector units){ vector selUnits = mainPlayer->getSelectedUnits(); for(Unit *unit : units) if(find(selUnits.begin(), selUnits.end(), unit) != selUnits.end()) return true; return false; } bool ActiveGameState::isGameObjSelectable(GameObject *obj, bool useDragBox){ if(!obj->getModel()->isVisible()) return false; Node *hitboxNode = obj->getHitbox(); Box *hitbox = (Box*)hitboxNode->getMesh(0); Vector3 hitboxSize = hitbox->getSize(); float width = hitboxSize.x, height = hitboxSize.y, length = hitboxSize.z; const int NUM_CORNERS = 8; Vector3 corners[NUM_CORNERS]{ Vector3(-.5 * width, -.5 * height, -.5 * length), Vector3(-.5 * width, -.5 * height, .5 * length), Vector3(.5 * width, -.5 * height, .5 * length), Vector3(.5 * width, -.5 * height, -.5 * length), Vector3(-.5 * width, .5 * height, -.5 * length), Vector3(-.5 * width, .5 * height, .5 * length), Vector3(.5 * width, .5 * height, .5 * length), Vector3(.5 * width, .5 * height, -.5 * length), }; Vector2 cornersOnScreen[NUM_CORNERS]; Vector3 hitboxOffset = hitboxNode->getPosition(); for(int i = 0; i < NUM_CORNERS; i++){ Vector3 cornerInWorld = obj->getPos() + obj->getLeftVec() * (corners[i].x + hitboxOffset.x) + obj->getUpVec() * (corners[i].y + hitboxOffset.y) + obj->getDirVec() * (corners[i].z + hitboxOffset.z); Vector3 screenSpace3d = spaceToScreen3d(cornerInWorld); if(fabs(screenSpace3d.z) > 1) return false; cornersOnScreen[i] = Vector2(screenSpace3d.x, screenSpace3d.y); } vector selectionPoints; Vector3 dragboxOrigin = Vector3::VEC_ZERO, dragboxSize = Vector3::VEC_ZERO; if(useDragBox){ dragboxOrigin = dragboxNode->getPosition(); dragboxSize = ((Quad*)dragboxNode->getMesh(0))->getSize(); Vector2 objScreenPos = spaceToScreen(obj->getPos()); if( (dragboxOrigin.x < objScreenPos.x && objScreenPos.x < dragboxOrigin.x + dragboxSize.x) && (dragboxOrigin.y < objScreenPos.y && objScreenPos.y < dragboxOrigin.y + dragboxSize.y) ) return true; selectionPoints = vector{ Vector2(dragboxOrigin.x, dragboxOrigin.y), Vector2(dragboxOrigin.x + dragboxSize.x, dragboxOrigin.y), Vector2(dragboxOrigin.x + dragboxSize.x, dragboxOrigin.y + dragboxSize.y), Vector2(dragboxOrigin.x, dragboxOrigin.y + dragboxSize.y) }; } else selectionPoints = vector{getCursorPos()}; int numAboveEdges = 0, numBelowEdges = 0; for(int i = 0; i < selectionPoints.size(); i++){ const int NUM_EDGES = 12; int edges[NUM_EDGES][2]{{0, 1}, {1, 2}, {2, 3}, {3, 0}, {4, 5}, {5, 6}, {6, 7}, {7, 4}, {0, 4}, {1, 5}, {2, 6}, {3, 7}}; for(int j = 0; j < NUM_EDGES && (numAboveEdges == 0 || numBelowEdges == 0); j++){ Vector2 vertA = cornersOnScreen[edges[j][0]], vertB = cornersOnScreen[edges[j][1]]; float edgeHorLen = fabs(vertA.x - vertB.x), edgeVertLen = fabs(vertA.y - vertB.y); if(fabs(selectionPoints[i].x - vertA.x) < edgeHorLen && fabs(selectionPoints[i].x - vertB.x) < edgeHorLen){ if(vertA.x > selectionPoints[i].x) swap(vertA, vertB); float horOffset = (selectionPoints[i].x - vertA.x) / edgeHorLen; float height = vertA.y + (vertA.y < vertB.y ? 1 : -1) * horOffset * edgeVertLen; (selectionPoints[i].y > height ? numAboveEdges : numBelowEdges)++; } } } return (numAboveEdges > 0 && numBelowEdges > 0); } //TODO fix fog of war for hostile units void ActiveGameState::renderUnits() { ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton(); vector listboxes{}; vector checkboxes{}; vector sliders{}; vector textboxes{}; vector guiRects = guiManager->getGuiRectangles(); vector texts{ guiManager->getText("depth"), guiManager->getText("refineds"), guiManager->getText("wealth"), guiManager->getText("research") }; vector units; for (Player *p : Game::getSingleton()->getPlayers()) for (Unit *u : p->getUnits()) units.push_back(u); vector selUnits = mainPlayer->getSelectedUnits(); for (Unit *u : units) { Node *model = u->getModel(); if (u->getPlayer() == mainPlayer){ if(!u->getLosLightNode()) u->initLosLight(); model->setVisible(true); Vector2 pos = u->getScreenPos(); string guiScreen = u->getGuiScreen(); if(!selUnits.empty() && u == selUnits[0] && guiScreen != "" && guiScreen != unitGuiScreen){ guiManager->readLuaScreenScript(u->getGuiScreen(), buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts); unitGuiScreen = guiScreen; } } else{ if(u->getLosLightNode()) u->destroyLosLight(); model->setVisible(false); for (int i = 0; i < units.size(); i++) if(units[i]->getPlayer() == mainPlayer){ Vector3 obsUnitPos = units[i]->getPos(); obsUnitPos.y = 0; Vector3 compUnitPos = u->getPos(); compUnitPos.y = 0; float dist = compUnitPos.getDistanceFrom(obsUnitPos); if(dist <= units[i]->getLineOfSight()){ model->setVisible(true); break; } } } } } //TODO improve this for greater accuracy bool ActiveGameState::isInLineOfSight(Vector3 center, float radius, Unit *u) { bool inside = false; for (int i = 0; i < 4 && !inside; i++) if (center.getDistanceFrom(u->getCorner(i)) <= radius){ inside = true; break; } return inside; } void ActiveGameState::updateDragBox() { Vector2 mousePos = getCursorPos(), dragBoxOrigin, dragBoxEnd; if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) { dragBoxOrigin = Vector2(clickPoint.x, clickPoint.y); dragBoxEnd = Vector2(mousePos.x, mousePos.y); } else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) { dragBoxOrigin = Vector2(mousePos.x, clickPoint.y); dragBoxEnd = Vector2(clickPoint.x, mousePos.y); } else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) { dragBoxOrigin = Vector2(clickPoint.x, mousePos.y); dragBoxEnd = Vector2(mousePos.x, clickPoint.y); } else { dragBoxOrigin = Vector2(mousePos.x, mousePos.y); dragBoxEnd = Vector2(clickPoint.x, clickPoint.y); } Vector3 size = Vector3(dragBoxEnd.x - dragBoxOrigin.x, dragBoxEnd.y - dragBoxOrigin.y, 0); Quad *dragbox = (Quad*)dragboxNode->getMesh(0); dragbox->setSize(size); dragbox->updateVerts(dragbox->getMeshBase()); dragboxNode->setPosition(Vector3(dragBoxOrigin.x, dragBoxOrigin.y, 0)); } //TODO fix ejectable unit selection with multiple transports selected void ActiveGameState::issueOrder(Order::TYPE type, vector targets, bool addOrder) { depth = 1; Vector3 destDir = Vector3::VEC_ZERO; if(selectingDestOrient){ GameObjectFrame &objFrame = GameObjectFrameController::getSingleton()->getGameObjectFrame(0); destDir = objFrame.getDirVec(); targets[0].pos = objFrame.getPos(); } mainPlayer->issueOrder(type, destDir, targets, addOrder); this->targets.clear(); } void ActiveGameState::castRayToTerrain() { Camera *cam = Root::getSingleton()->getCamera(); Vector3 camPos = cam->getPosition(); Vector3 endPos = screenToSpace(getCursorPos()); Vector3 rayDir = (endPos - camPos).norm(); Map *map = Map::getSingleton(); vector results = map->raycastTerrain(camPos, rayDir, true); if(!results.empty()) targets.push_back(Order::Target(nullptr, results[0].pos)); } void ActiveGameState::enableUnitState(Unit::State state){ vector selectedUnits = mainPlayer->getSelectedUnits(); for(Unit *unit : selectedUnits) unit->setState(state); } void ActiveGameState::onAction(int bind, bool isPressed) { GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton(); if(!ConcreteGuiManager::getSingleton()->findClickedButtons().empty()) return; vector selectedUnits = mainPlayer->getSelectedUnits(); switch((Bind)bind){ case Bind::DRAG_BOX: selectMouseClicked = isPressed; if(isPressed){ clickPoint = getCursorPos(); lastSelectMouseClicked = getTime(); } else{ if(!shiftPressed) deselectUnits(); if(canSelectHoveredOnGameObj()) mainPlayer->selectUnit((Unit*)gameObjHoveredOn); selectingDestOrient = false; if(isSelectionBox){ if(!shiftPressed) deselectUnits(); vector units = mainPlayer->getUnits(); for(Unit *un : units) if(isGameObjSelectable(un, true)) mainPlayer->selectUnit(un); } isSelectionBox = false; Quad *quad = (Quad*)dragboxNode->getMesh(0); quad->setSize(Vector3::VEC_ZERO); quad->updateVerts(quad->getMeshBase()); ufCtr->toggleFrameTransformations(false, false, false); ufCtr->removeGameObjectFrames(); } break; case Bind::ROTATE_OBJ_FRAME: orderMouseClicked = isPressed; if(isPressed) lastOrderMouseClicked = getTime(); else if(!(isPressed || selectedUnits.empty())){ if(selectingPatrolPoints){ castRayToTerrain(); if(!(targets.empty() || selectingPatrolPoints)){ Order::TYPE type = Order::TYPE::MOVE; if(controlPressed || (targets[0].unit && targets[0].unit->getPlayer()->getTeam() != mainPlayer->getTeam())) type = Order::TYPE::ATTACK; else if(ufCtr->isPlacingOnSurface() && !selectingDestOrient) type = Order::TYPE::BUILD; issueOrder(type, targets, shiftPressed); } } else if(!isSelectionBox){ bool canSelect = canSelectHoveredOnGameObj(); bool ownGameObj = (gameObjHoveredOn && gameObjHoveredOn->getPlayer()->getTeam() == mainPlayer->getTeam()); if(gameObjHoveredOn && gameObjHoveredOn->getType() == GameObject::Type::UNIT && ownGameObj && ((Unit*)gameObjHoveredOn)->getNumGarrisonSlots() > 0){ bool canGarrison = true; for(int i = 0; i < mainPlayer->getNumSelectedUnits(); i++) if(!((Unit*)gameObjHoveredOn)->canGarrison((Vehicle*)mainPlayer->getSelectedUnit(i))){ canGarrison = false; break; } if(canGarrison) issueOrder(Order::TYPE::GARRISON, vector{Order::Target((Unit*)gameObjHoveredOn, gameObjHoveredOn->getPos())}, shiftPressed); } else if(gameObjHoveredOn && ownGameObj && ((Unit*)gameObjHoveredOn)->getUnitClass() == UnitClass::EXTRACTOR && !controlPressed){ issueOrder(Order::TYPE::SUPPLY, vector{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed); } else if(gameObjHoveredOn && (controlPressed || (!ownGameObj && gameObjHoveredOn->getType() == GameObject::Type::UNIT))) issueOrder(Order::TYPE::ATTACK, vector{Order::Target((Unit*)gameObjHoveredOn, gameObjHoveredOn->getPos())}, shiftPressed); else if(controlPressed && !gameObjHoveredOn){ castRayToTerrain(); issueOrder(Order::TYPE::ATTACK, targets, shiftPressed); } else if(selectedUnits[0]->getUnitClass() == UnitClass::ENGINEER && ufCtr->isPlacingOnSurface()){ castRayToTerrain(); GameObjectFrame gmObjFr = ufCtr->getGameObjectFrame(0); if(gmObjFr.status == GameObjectFrame::NOT_PLACEABLE) return; Unit *buildStruct = GameObjectFactory::createUnit(mainPlayer, gmObjFr.getId(), gmObjFr.getPos(), gmObjFr.getRot()); mainPlayer->addUnit(buildStruct); targets[0].unit = buildStruct; issueOrder(Order::TYPE::BUILD, targets, shiftPressed); buildableStructSelected = false; } else if(!canSelect){ if(targets.empty()) castRayToTerrain(); issueOrder(Order::TYPE::MOVE, targets, shiftPressed); } } } break; case Bind::MOVE_CAMERA: break; case Bind::ENABLE_CHASE_STATE: if(isPressed) enableUnitState(Unit::State::CHASE); break; case Bind::ENABLE_STAND_GROUND_STATE: if(isPressed) enableUnitState(Unit::State::STAND_GROUND); break; case Bind::ENABLE_HOLD_FIRE_STATE: if(isPressed) enableUnitState(Unit::State::HOLD_FIRE); break; case Bind::EJECT_GARRISON: if(isPressed) issueOrder(Order::TYPE::EJECT, vector{}, shiftPressed); break; case Bind::LAUNCH: if(isPressed){ castRayToTerrain(); issueOrder(Order::TYPE::LAUNCH, targets, shiftPressed); } break; case Bind::HACK: if(isPressed){ if(gameObjHoveredOn && gameObjHoveredOn->getType() == GameObject::Type::UNIT && gameObjHoveredOn->getPlayer()->getTeam() != mainPlayer->getTeam()) issueOrder(Order::TYPE::HACK, vector{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed); break; } case Bind::SHIFT_SUB_DEPTH: ufCtr->toggleFrameTransformations(false, false, isPressed); break; case Bind::ZOOM_IN: if (zooms > -NUM_MAX_ZOOMS) { Camera *cam = Root::getSingleton()->getCamera(); cam->setPosition(cam->getPosition() + cam->getDirection().norm() * .5f); zooms--; } break; case Bind::ZOOM_OUT: if (zooms < NUM_MAX_ZOOMS) { Camera *cam = Root::getSingleton()->getCamera(); cam->setPosition(cam->getPosition() - (cam->getDirection().norm() * .5f)); zooms++; } break; case Bind::LOOK_AROUND: if(!ufCtr->isPlacingOnSurface()) CameraController::getSingleton()->setLookingAround(isPressed); break; case Bind::HALT: if(isPressed) for (Unit *u : mainPlayer->getSelectedUnits()) u->halt(); break; //TODO reimplement submarine diving mechanic case Bind::LEFT_CONTROL: controlPressed = isPressed; break; case Bind::LEFT_SHIFT: { shiftPressed = isPressed; ufCtr->setPaintSelecting(shiftPressed); if(isPressed){ Vector3 startPos = Root::getSingleton()->getCamera()->getPosition(); vector results = Map::getSingleton()->raycastTerrain(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), true); if(!results.empty()) ufCtr->setPaintSelectRowStart(results[0].pos); } } break; case Bind::SELECT_PATROL_POINTS: if(isPressed && mainPlayer->getNumSelectedUnits() > 0){ targets.push_back(Order::Target(nullptr, mainPlayer->getSelectedUnit(0)->getPos())); selectingPatrolPoints = isPressed; } break; case Bind::GROUP_0: case Bind::GROUP_1: case Bind::GROUP_2: case Bind::GROUP_3: case Bind::GROUP_4: case Bind::GROUP_5: case Bind::GROUP_6: case Bind::GROUP_7: case Bind::GROUP_8: case Bind::GROUP_9: if(isPressed){ int group = bind - Bind::GROUP_0; if(controlPressed) unitGroups[group] = mainPlayer->getSelectedUnits(); else{ if(!shiftPressed) mainPlayer->selectUnits(unitGroups[group]); else for(Unit *u : unitGroups[group]) mainPlayer->selectUnit(u); } } break; case Bind::DESELECT_STRUCTURE: buildableStructSelected = false; ufCtr->toggleFrameTransformations(false, false, false); ufCtr->removeGameObjectFrames(); break; } } void ActiveGameState::onAnalog(int bind, float strength) { CameraController *camCtr = CameraController::getSingleton(); GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton(); switch((Bind)bind){ case Bind::LOOK_UP: case Bind::LOOK_DOWN: if(camCtr->isLookingAround()) { Vector3 dirProj = Root::getSingleton()->getCamera()->getDirection(); dirProj = Vector3(dirProj.x, 0, dirProj.z).norm(); CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0).cross(dirProj), strength); } else if(ufCtr->isPlacingVertically()){ depth -= .2 * strength; if(depth < 0) depth = 0; else if(depth > 1) depth = 1; } break; case Bind::LOOK_LEFT: case Bind::LOOK_RIGHT: if(camCtr->isLookingAround()) CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0), strength); else if(ufCtr->isRotating()) ufCtr->rotateGameObjectFrames(100 * strength); break; } } void ActiveGameState::onRawMouseWheelScroll(bool up){ CameraController::getSingleton()->zoomCamera(up); } }