// 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 "CSceneNodeAnimatorCameraMaya.h" #include "ICursorControl.h" #include "ICameraSceneNode.h" #include "SViewFrustum.h" #include "ISceneManager.h" namespace irr { namespace scene { //! constructor CSceneNodeAnimatorCameraMaya::CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor, f32 rotate, f32 zoom, f32 translate) : CursorControl(cursor), Zooming(false), Rotating(false), Moving(false), Translating(false), ZoomSpeed(zoom), RotateSpeed(rotate), TranslateSpeed(translate), CurrentZoom(70.0f), RotX(0.0f), RotY(0.0f), OldCamera(0), MousePos(0.5f, 0.5f) { #ifdef _DEBUG setDebugName("CSceneNodeAnimatorCameraMaya"); #endif if (CursorControl) { CursorControl->grab(); MousePos = CursorControl->getRelativePosition(); } allKeysUp(); } //! destructor CSceneNodeAnimatorCameraMaya::~CSceneNodeAnimatorCameraMaya() { 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::addMeshViewerCameraSceneNode, may want to get this input //! for changing their position, look at target or whatever. bool CSceneNodeAnimatorCameraMaya::OnEvent(const SEvent& event) { if (event.EventType != EET_MOUSE_INPUT_EVENT) return false; switch(event.MouseInput.Event) { case EMIE_LMOUSE_PRESSED_DOWN: MouseKeys[0] = true; break; case EMIE_RMOUSE_PRESSED_DOWN: MouseKeys[2] = true; break; case EMIE_MMOUSE_PRESSED_DOWN: MouseKeys[1] = true; break; case EMIE_LMOUSE_LEFT_UP: MouseKeys[0] = false; break; case EMIE_RMOUSE_LEFT_UP: MouseKeys[2] = false; break; case EMIE_MMOUSE_LEFT_UP: MouseKeys[1] = false; break; case EMIE_MOUSE_MOVED: MousePos = CursorControl->getRelativePosition(); break; case EMIE_MOUSE_WHEEL: case EMIE_LMOUSE_DOUBLE_CLICK: case EMIE_RMOUSE_DOUBLE_CLICK: case EMIE_MMOUSE_DOUBLE_CLICK: case EMIE_LMOUSE_TRIPLE_CLICK: case EMIE_RMOUSE_TRIPLE_CLICK: case EMIE_MMOUSE_TRIPLE_CLICK: case EMIE_COUNT: return false; } return true; } //! OnAnimate() is called just before rendering the whole scene. //! nodes may calculate or store animations here, and may do other useful things, //! dependent on what they are. void CSceneNodeAnimatorCameraMaya::animateNode(ISceneNode *node, u32 timeMs) { //Alt + LM = Rotate around camera pivot //Alt + LM + MM = Dolly forth/back in view direction (speed % distance camera pivot - max distance to pivot) //Alt + MM = Move on camera plane (Screen center is about the mouse pointer, depending on move speed) if (!node || node->getType() != ESNT_CAMERA) return; ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node); // 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; if (OldCamera != camera) { OldTarget = camera->getTarget(); OldCamera = camera; LastCameraTarget = OldTarget; } else { OldTarget += camera->getTarget() - LastCameraTarget; } core::vector3df target = camera->getTarget(); f32 nRotX = RotX; f32 nRotY = RotY; f32 nZoom = CurrentZoom; if ( (isMouseKeyDown(0) && isMouseKeyDown(2)) || isMouseKeyDown(1) ) { if (!Zooming) { ZoomStart = MousePos; Zooming = true; nZoom = CurrentZoom; } else { const f32 targetMinDistance = 0.1f; nZoom += (ZoomStart.X - MousePos.X) * ZoomSpeed; if (nZoom < targetMinDistance) // jox: fixed bug: bounce back when zooming to close nZoom = targetMinDistance; } } else if (Zooming) { const f32 old = CurrentZoom; CurrentZoom = CurrentZoom + (ZoomStart.X - MousePos.X ) * ZoomSpeed; nZoom = CurrentZoom; if (nZoom < 0) nZoom = CurrentZoom = old; Zooming = false; } // Translation --------------------------------- core::vector3df translate(OldTarget), upVector(camera->getUpVector()); core::vector3df tvectX = Pos - target; tvectX = tvectX.crossProduct(upVector); tvectX.normalize(); const SViewFrustum* const va = camera->getViewFrustum(); core::vector3df tvectY = (va->getFarLeftDown() - va->getFarRightDown()); tvectY = tvectY.crossProduct(upVector.Y > 0 ? Pos - target : target - Pos); tvectY.normalize(); if (isMouseKeyDown(2) && !Zooming) { if (!Translating) { TranslateStart = MousePos; Translating = true; } else { translate += tvectX * (TranslateStart.X - MousePos.X)*TranslateSpeed + tvectY * (TranslateStart.Y - MousePos.Y)*TranslateSpeed; } } else if (Translating) { translate += tvectX * (TranslateStart.X - MousePos.X)*TranslateSpeed + tvectY * (TranslateStart.Y - MousePos.Y)*TranslateSpeed; OldTarget = translate; Translating = false; } // Rotation ------------------------------------ if (isMouseKeyDown(0) && !Zooming) { if (!Rotating) { RotateStart = MousePos; Rotating = true; nRotX = RotX; nRotY = RotY; } else { nRotX += (RotateStart.X - MousePos.X) * RotateSpeed; nRotY += (RotateStart.Y - MousePos.Y) * RotateSpeed; } } else if (Rotating) { RotX += (RotateStart.X - MousePos.X) * RotateSpeed; RotY += (RotateStart.Y - MousePos.Y) * RotateSpeed; nRotX = RotX; nRotY = RotY; Rotating = false; } // Set Pos ------------------------------------ target = translate; Pos.X = nZoom + target.X; Pos.Y = target.Y; Pos.Z = target.Z; Pos.rotateXYBy(nRotY, target); Pos.rotateXZBy(-nRotX, target); // Rotation Error ---------------------------- // jox: fixed bug: jitter when rotating to the top and bottom of y upVector.set(0,1,0); upVector.rotateXYBy(-nRotY); upVector.rotateXZBy(-nRotX+180.f); camera->setPosition(Pos); camera->setTarget(target); camera->setUpVector(upVector); LastCameraTarget = camera->getTarget(); } bool CSceneNodeAnimatorCameraMaya::isMouseKeyDown(s32 key) { return MouseKeys[key]; } void CSceneNodeAnimatorCameraMaya::allKeysUp() { for (s32 i=0; i<3; ++i) MouseKeys[i] = false; } //! Sets the rotation speed void CSceneNodeAnimatorCameraMaya::setRotateSpeed(f32 speed) { RotateSpeed = speed; } //! Sets the movement speed void CSceneNodeAnimatorCameraMaya::setMoveSpeed(f32 speed) { TranslateSpeed = speed; } //! Sets the zoom speed void CSceneNodeAnimatorCameraMaya::setZoomSpeed(f32 speed) { ZoomSpeed = speed; } //! Gets the rotation speed f32 CSceneNodeAnimatorCameraMaya::getRotateSpeed() const { return RotateSpeed; } // Gets the movement speed f32 CSceneNodeAnimatorCameraMaya::getMoveSpeed() const { return TranslateSpeed; } //! Gets the zoom speed f32 CSceneNodeAnimatorCameraMaya::getZoomSpeed() const { return ZoomSpeed; } ISceneNodeAnimator* CSceneNodeAnimatorCameraMaya::createClone(ISceneNode* node, ISceneManager* newManager) { CSceneNodeAnimatorCameraMaya * newAnimator = new CSceneNodeAnimatorCameraMaya(CursorControl, RotateSpeed, ZoomSpeed, TranslateSpeed); return newAnimator; } } // end namespace } // end namespace
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