// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "CSceneNodeAnimatorCameraFPS.h" #include "IVideoDriver.h" #include "ISceneManager.h" #include "Keycodes.h" #include "ICursorControl.h" #include "ICameraSceneNode.h" #include "ISceneNodeAnimatorCollisionResponse.h" namespace irr { namespace scene { //! constructor CSceneNodeAnimatorCameraFPS::CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl, f32 rotateSpeed, f32 moveSpeed, f32 jumpSpeed, SKeyMap* keyMapArray, u32 keyMapSize, bool noVerticalMovement, bool invertY) : CursorControl(cursorControl), MaxVerticalAngle(88.0f), MoveSpeed(moveSpeed), RotateSpeed(rotateSpeed), JumpSpeed(jumpSpeed), MouseYDirection(invertY ? -1.0f : 1.0f), LastAnimationTime(0), firstUpdate(true), NoVerticalMovement(noVerticalMovement) { #ifdef _DEBUG setDebugName("CCameraSceneNodeAnimatorFPS"); #endif if (CursorControl) CursorControl->grab(); allKeysUp(); // create key map if (!keyMapArray || !keyMapSize) { // create default key map KeyMap.push_back(SCamKeyMap(EKA_MOVE_FORWARD, irr::KEY_UP)); KeyMap.push_back(SCamKeyMap(EKA_MOVE_BACKWARD, irr::KEY_DOWN)); KeyMap.push_back(SCamKeyMap(EKA_STRAFE_LEFT, irr::KEY_LEFT)); KeyMap.push_back(SCamKeyMap(EKA_STRAFE_RIGHT, irr::KEY_RIGHT)); KeyMap.push_back(SCamKeyMap(EKA_JUMP_UP, irr::KEY_KEY_J)); } else { // create custom key map setKeyMap(keyMapArray, keyMapSize); } } //! destructor CSceneNodeAnimatorCameraFPS::~CSceneNodeAnimatorCameraFPS() { if (CursorControl) CursorControl->drop(); } //! It is possible to send mouse and key events to the camera. Most cameras //! may ignore this input, but camera scene nodes which are created for //! example with scene::ISceneManager::addMayaCameraSceneNode or //! scene::ISceneManager::addFPSCameraSceneNode, may want to get this input //! for changing their position, look at target or whatever. bool CSceneNodeAnimatorCameraFPS::OnEvent(const SEvent& evt) { switch(evt.EventType) { case EET_KEY_INPUT_EVENT: for (u32 i=0; i<KeyMap.size(); ++i) { if (KeyMap[i].keycode == evt.KeyInput.Key) { CursorKeys[KeyMap[i].action] = evt.KeyInput.PressedDown; return true; } } break; case EET_MOUSE_INPUT_EVENT: if (evt.MouseInput.Event == EMIE_MOUSE_MOVED) { CursorPos = CursorControl->getRelativePosition(); return true; } break; default: break; } return false; } void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs) { if (!node || node->getType() != ESNT_CAMERA) return; ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node); if (firstUpdate) { camera->updateAbsolutePosition(); if (CursorControl && camera) { CursorControl->setPosition(0.5f, 0.5f); CursorPos = CenterCursor = CursorControl->getRelativePosition(); } LastAnimationTime = timeMs; firstUpdate = false; } // If the camera isn't the active camera, and receiving input, then don't process it. if(!camera->isInputReceiverEnabled()) return; scene::ISceneManager * smgr = camera->getSceneManager(); if(smgr && smgr->getActiveCamera() != camera) return; // get time f32 timeDiff = (f32) ( timeMs - LastAnimationTime ); LastAnimationTime = timeMs; // update position core::vector3df pos = camera->getPosition(); // Update rotation core::vector3df target = (camera->getTarget() - camera->getAbsolutePosition()); core::vector3df relativeRotation = target.getHorizontalAngle(); if (CursorControl) { if (CursorPos != CenterCursor) { relativeRotation.Y -= (0.5f - CursorPos.X) * RotateSpeed; relativeRotation.X -= (0.5f - CursorPos.Y) * RotateSpeed * MouseYDirection; // X < MaxVerticalAngle or X > 360-MaxVerticalAngle if (relativeRotation.X > MaxVerticalAngle*2 && relativeRotation.X < 360.0f-MaxVerticalAngle) { relativeRotation.X = 360.0f-MaxVerticalAngle; } else if (relativeRotation.X > MaxVerticalAngle && relativeRotation.X < 360.0f-MaxVerticalAngle) { relativeRotation.X = MaxVerticalAngle; } // Do the fix as normal, special case below // reset cursor position to the centre of the window. CursorControl->setPosition(0.5f, 0.5f); CenterCursor = CursorControl->getRelativePosition(); // needed to avoid problems when the event receiver is disabled CursorPos = CenterCursor; } // Special case, mouse is whipped outside of window before it can update. video::IVideoDriver* driver = smgr->getVideoDriver(); core::vector2d<u32> mousepos(u32(CursorControl->getPosition().X), u32(CursorControl->getPosition().Y)); core::rect<u32> screenRect(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height); // Only if we are moving outside quickly. bool reset = !screenRect.isPointInside(mousepos); if(reset) { // Force a reset. CursorControl->setPosition(0.5f, 0.5f); CenterCursor = CursorControl->getRelativePosition(); CursorPos = CenterCursor; } } // set target target.set(0,0, core::max_(1.f, pos.getLength())); core::vector3df movedir = target; core::matrix4 mat; mat.setRotationDegrees(core::vector3df(relativeRotation.X, relativeRotation.Y, 0)); mat.transformVect(target); if (NoVerticalMovement) { mat.setRotationDegrees(core::vector3df(0, relativeRotation.Y, 0)); mat.transformVect(movedir); } else { movedir = target; } movedir.normalize(); if (CursorKeys[EKA_MOVE_FORWARD]) pos += movedir * timeDiff * MoveSpeed; if (CursorKeys[EKA_MOVE_BACKWARD]) pos -= movedir * timeDiff * MoveSpeed; // strafing core::vector3df strafevect = target; strafevect = strafevect.crossProduct(camera->getUpVector()); if (NoVerticalMovement) strafevect.Y = 0.0f; strafevect.normalize(); if (CursorKeys[EKA_STRAFE_LEFT]) pos += strafevect * timeDiff * MoveSpeed; if (CursorKeys[EKA_STRAFE_RIGHT]) pos -= strafevect * timeDiff * MoveSpeed; // For jumping, we find the collision response animator attached to our camera // and if it's not falling, we tell it to jump. if (CursorKeys[EKA_JUMP_UP]) { const ISceneNodeAnimatorList& animators = camera->getAnimators(); ISceneNodeAnimatorList::ConstIterator it = animators.begin(); while(it != animators.end()) { if(ESNAT_COLLISION_RESPONSE == (*it)->getType()) { ISceneNodeAnimatorCollisionResponse * collisionResponse = static_cast<ISceneNodeAnimatorCollisionResponse *>(*it); if(!collisionResponse->isFalling()) collisionResponse->jump(JumpSpeed); } it++; } } // write translation camera->setPosition(pos); // write right target target += pos; camera->setTarget(target); } void CSceneNodeAnimatorCameraFPS::allKeysUp() { for (u32 i=0; i<6; ++i) CursorKeys[i] = false; } //! Sets the rotation speed void CSceneNodeAnimatorCameraFPS::setRotateSpeed(f32 speed) { RotateSpeed = speed; } //! Sets the movement speed void CSceneNodeAnimatorCameraFPS::setMoveSpeed(f32 speed) { MoveSpeed = speed; } //! Gets the rotation speed f32 CSceneNodeAnimatorCameraFPS::getRotateSpeed() const { return RotateSpeed; } // Gets the movement speed f32 CSceneNodeAnimatorCameraFPS::getMoveSpeed() const { return MoveSpeed; } //! Sets the keyboard mapping for this animator void CSceneNodeAnimatorCameraFPS::setKeyMap(SKeyMap *map, u32 count) { // clear the keymap KeyMap.clear(); // add actions for (u32 i=0; i<count; ++i) { switch(map[i].Action) { case EKA_MOVE_FORWARD: KeyMap.push_back(SCamKeyMap(EKA_MOVE_FORWARD, map[i].KeyCode)); break; case EKA_MOVE_BACKWARD: KeyMap.push_back(SCamKeyMap(EKA_MOVE_BACKWARD, map[i].KeyCode)); break; case EKA_STRAFE_LEFT: KeyMap.push_back(SCamKeyMap(EKA_STRAFE_LEFT, map[i].KeyCode)); break; case EKA_STRAFE_RIGHT: KeyMap.push_back(SCamKeyMap(EKA_STRAFE_RIGHT, map[i].KeyCode)); break; case EKA_JUMP_UP: KeyMap.push_back(SCamKeyMap(EKA_JUMP_UP, map[i].KeyCode)); break; default: break; } } } //! Sets whether vertical movement should be allowed. void CSceneNodeAnimatorCameraFPS::setVerticalMovement(bool allow) { NoVerticalMovement = !allow; } //! Sets whether the Y axis of the mouse should be inverted. void CSceneNodeAnimatorCameraFPS::setInvertMouse(bool invert) { if (invert) MouseYDirection = -1.0f; else MouseYDirection = 1.0f; } ISceneNodeAnimator* CSceneNodeAnimatorCameraFPS::createClone(ISceneNode* node, ISceneManager* newManager) { CSceneNodeAnimatorCameraFPS * newAnimator = new CSceneNodeAnimatorCameraFPS(CursorControl, RotateSpeed, MoveSpeed, JumpSpeed, 0, 0, NoVerticalMovement); newAnimator->setKeyMap(KeyMap); return newAnimator; } void CSceneNodeAnimatorCameraFPS::setKeyMap(const core::array<SCamKeyMap>& keymap) { KeyMap=keymap; } } // namespace scene } // namespace irr
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