irrlicht/source/Irrlicht/CCameraMayaSceneNode.cpp

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CCameraMayaSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
namespace irr
{
namespace scene
{
//! constructor
CCameraMayaSceneNode::CCameraMayaSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
f32 rs, f32 zs, f32 ts)
: CCameraSceneNode(parent, mgr, id),
Zooming(false), Rotating(false), Moving(false), Translating(false),
ZoomSpeed(zs), RotateSpeed(rs), TranslateSpeed(ts),
RotateStartX(0.0f), RotateStartY(0.0f), ZoomStartX(0.0f), ZoomStartY(0.0f),
TranslateStartX(0.0f), TranslateStartY(0.0f), CurrentZoom(70.0f), RotX(0.0f), RotY(0.0f)
{
#ifdef _DEBUG
setDebugName("CCameraMayaSceneNode");
#endif
Target.set(0.0f, 0.0f, 0.0f);
OldTarget = Target;
allKeysUp();
recalculateViewArea();
}
//! destructor
CCameraMayaSceneNode::~CCameraMayaSceneNode()
{
}
//! 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 CCameraMayaSceneNode::OnEvent(const SEvent& event)
{
if (event.EventType != EET_MOUSE_INPUT_EVENT ||
!InputReceiverEnabled)
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:
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (driver)
{
core::dimension2d<s32> ssize = SceneManager->getVideoDriver()->getScreenSize();
MousePos.X = event.MouseInput.X / (f32)ssize.Width;
MousePos.Y = event.MouseInput.Y / (f32)ssize.Height;
}
}
break;
case EMIE_MOUSE_WHEEL:
case EMIE_COUNT:
break;
}
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 CCameraMayaSceneNode::OnAnimate(u32 timeMs)
{
animate();
ISceneNode::setPosition(Pos);
updateAbsolutePosition();
// This scene node cannot be animated by scene node animators, so
// don't invoke them.
}
bool CCameraMayaSceneNode::isMouseKeyDown(s32 key)
{
return MouseKeys[key];
}
void CCameraMayaSceneNode::animate()
{
//Alt + LM = Rotieren um KameraDrehpunkt
//Alt + LM + MM = Dolly vor/zur<75>ck in Kamerablickrichtung (Geschwindigkeit % von Abstand Kamera zu Drehpunkt - Maximalweg zum Kameradrehpunkt)
//Alt + MM = Verschieben in Kameraebene (Bildmitte h<>ngt vom Tempo ungef<65>hr am Mauszeiger)
const SViewFrustum* va = getViewFrustum();
f32 nRotX = RotX;
f32 nRotY = RotY;
f32 nZoom = CurrentZoom;
if ( (isMouseKeyDown(0) && isMouseKeyDown(2)) || isMouseKeyDown(1) )
{
if (!Zooming)
{
ZoomStartX = MousePos.X;
ZoomStartY = MousePos.Y;
Zooming = true;
nZoom = CurrentZoom;
}
else
{
f32 old = nZoom;
nZoom += (ZoomStartX - MousePos.X) * ZoomSpeed;
f32 targetMinDistance = 0.1f;
if (nZoom < targetMinDistance) // jox: fixed bug: bounce back when zooming to close
nZoom = targetMinDistance;
if (nZoom < 0)
nZoom = old;
}
}
else
{
if (Zooming)
{
f32 old = CurrentZoom;
CurrentZoom = CurrentZoom + (ZoomStartX - MousePos.X ) * ZoomSpeed;
nZoom = CurrentZoom;
if (nZoom < 0)
nZoom = CurrentZoom = old;
}
Zooming = false;
}
// Translation ---------------------------------
core::vector3df translate(OldTarget);
core::vector3df tvectX = Pos - Target;
tvectX = tvectX.crossProduct(UpVector);
tvectX.normalize();
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)
{
TranslateStartX = MousePos.X;
TranslateStartY = MousePos.Y;
Translating = true;
}
else
{
translate += tvectX * (TranslateStartX - MousePos.X)*TranslateSpeed +
tvectY * (TranslateStartY - MousePos.Y)*TranslateSpeed;
}
}
else
{
if (Translating)
{
translate += tvectX * (TranslateStartX - MousePos.X)*TranslateSpeed +
tvectY * (TranslateStartY - MousePos.Y)*TranslateSpeed;
OldTarget = translate;
}
Translating = false;
}
// Rotation ------------------------------------
if (isMouseKeyDown(0) && !Zooming)
{
if (!Rotating)
{
RotateStartX = MousePos.X;
RotateStartY = MousePos.Y;
Rotating = true;
nRotX = RotX;
nRotY = RotY;
}
else
{
nRotX += (RotateStartX - MousePos.X) * RotateSpeed;
nRotY += (RotateStartY - MousePos.Y) * RotateSpeed;
}
}
else
{
if (Rotating)
{
RotX = RotX + (RotateStartX - MousePos.X) * RotateSpeed;
RotY = RotY + (RotateStartY - 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, core::vector3df(0,0,0));
UpVector.rotateXZBy(-nRotX+180.f, core::vector3df(0,0,0));
/*if (nRotY < 0.0f)
nRotY *= -1.0f;
nRotY = (f32)fmod(nRotY, 360.0f);
if (nRotY >= 90.0f && nRotY <= 270.0f)
UpVector.set(0, -1, 0);
else
UpVector.set(0, 1, 0);*/
}
void CCameraMayaSceneNode::allKeysUp()
{
for (s32 i=0; i<3; ++i)
MouseKeys[i] = false;
}
// function added by jox: fix setPosition()
void CCameraMayaSceneNode::setPosition(const core::vector3df& pos)
{
Pos = pos;
updateAnimationState();
ISceneNode::setPosition(pos);
}
// function added by jox: fix setTarget()
void CCameraMayaSceneNode::setTarget(const core::vector3df& pos)
{
Target = OldTarget = pos;
updateAnimationState();
}
// function added by jox
void CCameraMayaSceneNode::updateAnimationState()
{
core::vector3df pos(Pos - Target);
// X rotation
core::vector2df vec2d(pos.X, pos.Z);
RotX = (f32)vec2d.getAngle();
// Y rotation
pos.rotateXZBy(RotX, core::vector3df());
vec2d.set(pos.X, pos.Y);
RotY = -(f32)vec2d.getAngle();
// Zoom
CurrentZoom = (f32)Pos.getDistanceFrom(Target);
}
//! Sets the rotation speed
void CCameraMayaSceneNode::setRotateSpeed(const f32 speed)
{
RotateSpeed = speed;
}
//! Sets the movement speed
void CCameraMayaSceneNode::setMoveSpeed(const f32 speed)
{
TranslateSpeed = speed;
}
//! Gets the rotation speed
f32 CCameraMayaSceneNode::getRotateSpeed()
{
return RotateSpeed;
}
// Gets the movement speed
f32 CCameraMayaSceneNode::getMoveSpeed()
{
return TranslateSpeed;
}
} // end namespace
} // end namespace