irrlicht/source/Irrlicht/CSceneNodeAnimatorCameraFPS...

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11 KiB
C++

// Copyright (C) 2002-2012 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"
#include "os.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, float rotateSpeedKeyboard)
: CursorControl(cursorControl), MaxVerticalAngle(88.0f), NoVerticalMovement(noVerticalMovement),
MoveSpeed(moveSpeed), RotateSpeedKeyboard(rotateSpeedKeyboard), RotateSpeed(rotateSpeed),
JumpSpeed(jumpSpeed),
MouseYDirection(invertY ? -1.0f : 1.0f),
LastAnimationTime(0), firstUpdate(true), firstInput(true)
{
#ifdef _DEBUG
setDebugName("CCameraSceneNodeAnimatorFPS");
#endif
if (CursorControl)
CursorControl->grab();
allKeysUp();
// create key map
if (!keyMapArray || !keyMapSize)
{
// create default key map
KeyMap.push_back(SKeyMap(EKA_MOVE_FORWARD, irr::KEY_UP));
KeyMap.push_back(SKeyMap(EKA_MOVE_BACKWARD, irr::KEY_DOWN));
KeyMap.push_back(SKeyMap(EKA_STRAFE_LEFT, irr::KEY_LEFT));
KeyMap.push_back(SKeyMap(EKA_STRAFE_RIGHT, irr::KEY_RIGHT));
KeyMap.push_back(SKeyMap(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_ENTER_CANVAS && CursorControl)
{
CursorControl->setPosition(0.5f, 0.5f);
CenterCursor = CursorControl->getRelativePosition(false);
CursorPos = CenterCursor;
}
break;
default:
break;
}
return false;
}
void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
{
if (!node || node->getType() != ESNT_CAMERA)
return;
timeMs = os::Timer::getRealTime(); // User input is always in real-time
ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
if (firstUpdate)
{
camera->updateAbsolutePosition();
if (CursorControl )
{
CursorControl->setPosition(0.5f, 0.5f);
CursorPos = CenterCursor = CursorControl->getRelativePosition(false);
}
LastAnimationTime = timeMs;
firstUpdate = false;
}
// If the camera isn't the active camera, and receiving input, then don't process it.
if(!camera->isInputReceiverEnabled())
{
firstInput = true;
return;
}
if ( firstInput )
{
allKeysUp();
firstInput = false;
}
scene::ISceneManager * smgr = camera->getSceneManager();
if(smgr && smgr->getActiveCamera() != camera)
return;
if ( CursorControl )
CursorPos = CursorControl->getRelativePosition();
// get time
f32 timeDiff = (f32) ( timeMs - LastAnimationTime );
LastAnimationTime = timeMs;
// Update rotation
core::vector3df target = (camera->getTarget() - camera->getAbsolutePosition());
core::vector3df relativeRotation = target.getHorizontalAngle();
if (CursorControl)
{
bool reset = false;
if (CursorPos != CenterCursor)
{
relativeRotation.Y -= (CenterCursor.X - CursorPos.X) * RotateSpeed;
relativeRotation.X -= (CenterCursor.Y - CursorPos.Y) * RotateSpeed * MouseYDirection;
reset = true;
}
if ( !reset )
{
// TODO: not sure if this case is still needed. Might be it was only something
// that was necessary when someone tried to use mouse-events in the past.
// But not too expensive, test on all platforms before removing.
// Special case, mouse is whipped outside of window before it can update.
video::IVideoDriver* driver = smgr->getVideoDriver();
core::vector2d<u32> mousepos(u32(CursorPos.X), u32(CursorPos.Y));
core::rect<u32> screenRect(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height);
// Only if we are moving outside quickly.
reset = !screenRect.isPointInside(mousepos);
}
if(reset)
{
CursorControl->setPosition(0.5f, 0.5f);
CenterCursor = CursorControl->getRelativePosition(false); // often no longer 0.5 due to int/float conversions
CursorPos = CenterCursor;
}
}
// keyboard rotation
if (CursorKeys[EKA_ROTATE_LEFT])
relativeRotation.Y -= timeDiff * RotateSpeedKeyboard;
if (CursorKeys[EKA_ROTATE_RIGHT])
relativeRotation.Y += timeDiff * RotateSpeedKeyboard;
// 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;
}
// set target
core::vector3df pos = camera->getPosition();
target.set(0,0, core::max_(1.f, pos.getLength())); // better float precision than (0,0,1) in target-pos calculation in camera
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<EKA_COUNT; ++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)
{
KeyMap.push_back(map[i]);
}
}
void CSceneNodeAnimatorCameraFPS::setKeyMap(const core::array<SKeyMap>& keymap)
{
KeyMap=keymap;
}
const core::array<SKeyMap>& CSceneNodeAnimatorCameraFPS::getKeyMap() const
{
return KeyMap;
}
//! 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->cloneMembers(this);
newAnimator->setKeyMap(KeyMap);
return newAnimator;
}
void CSceneNodeAnimatorCameraFPS::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNodeAnimator::serializeAttributes(out, options);
out->addFloat("MaxVerticalAngle", MaxVerticalAngle);
out->addBool("NoVerticalMovement", NoVerticalMovement);
out->addFloat("MoveSpeed", MoveSpeed);
out->addFloat("RotateSpeedKeyboard", RotateSpeedKeyboard);
out->addFloat("RotateSpeed", RotateSpeed);
out->addFloat("JumpSpeed", JumpSpeed);
out->addFloat("MouseYDirection", MouseYDirection);
out->addInt("KeyMapSize", (s32)KeyMap.size());
for ( u32 i=0; i < KeyMap.size(); ++i )
{
core::stringc name("Action");
name += core::stringc(i);
out->addInt(name.c_str(), (int)KeyMap[i].Action);
name = core::stringc("KeyCode") + core::stringc(i);
out->addInt(name.c_str(), (int)KeyMap[i].KeyCode);
}
}
void CSceneNodeAnimatorCameraFPS::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
ISceneNodeAnimator::deserializeAttributes(in, options);
MaxVerticalAngle = in->getAttributeAsFloat("MaxVerticalAngle", MaxVerticalAngle);
NoVerticalMovement = in->getAttributeAsBool("NoVerticalMovement", NoVerticalMovement);
MoveSpeed = in->getAttributeAsFloat("MoveSpeed", MoveSpeed);
RotateSpeedKeyboard = in->getAttributeAsFloat("RotateSpeedKeyboard", RotateSpeedKeyboard);
RotateSpeed = in->getAttributeAsFloat("RotateSpeed", RotateSpeed);
JumpSpeed = in->getAttributeAsFloat("JumpSpeed", JumpSpeed);
MouseYDirection = in->getAttributeAsFloat("MouseYDirection", MouseYDirection);
if ( in->findAttribute("KeyMapSize") )
{
KeyMap.clear();
s32 keyMapSize = in->getAttributeAsInt("KeyMapSize");
for ( u32 i=0; i < (u32)keyMapSize; ++i )
{
SKeyMap keyMapEntry;
core::stringc name("Action");
name += core::stringc(i);
keyMapEntry.Action = static_cast<EKEY_ACTION>(in->getAttributeAsInt(name.c_str()));
name = core::stringc("KeyCode") + core::stringc(i);
keyMapEntry.KeyCode = static_cast<EKEY_CODE>(in->getAttributeAsInt(name.c_str()));
KeyMap.push_back(keyMapEntry);
}
}
}
} // namespace scene
} // namespace irr