irrlicht/source/Irrlicht/CCameraFPSSceneNode.cpp

303 lines
7.3 KiB
C++

// 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 "CCameraFPSSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "os.h"
#include "Keycodes.h"
namespace irr
{
namespace scene
{
const f32 MAX_VERTICAL_ANGLE = 88.0f;
//! constructor
CCameraFPSSceneNode::CCameraFPSSceneNode(ISceneNode* parent, ISceneManager* mgr,
gui::ICursorControl* cursorControl, s32 id, f32 rotateSpeed , f32 moveSpeed,f32 jumpSpeed,
SKeyMap* keyMapArray, s32 keyMapSize, bool noVerticalMovement)
: CCameraSceneNode(parent, mgr, id), CursorControl(cursorControl),
MoveSpeed(moveSpeed), RotateSpeed(rotateSpeed), JumpSpeed(jumpSpeed),
firstUpdate(true), LastAnimationTime(0), NoVerticalMovement(noVerticalMovement)
{
#ifdef _DEBUG
setDebugName("CCameraFPSSceneNode");
#endif
if (CursorControl)
CursorControl->grab();
MoveSpeed /= 1000.0f;
recalculateViewArea();
allKeysUp();
// create key map
if (!keyMapArray || !keyMapSize)
{
// create default key map
KeyMap.push_back(SCamKeyMap(0, irr::KEY_UP));
KeyMap.push_back(SCamKeyMap(1, irr::KEY_DOWN));
KeyMap.push_back(SCamKeyMap(2, irr::KEY_LEFT));
KeyMap.push_back(SCamKeyMap(3, irr::KEY_RIGHT));
KeyMap.push_back(SCamKeyMap(4, irr::KEY_KEY_J));
}
else
{
// create custom key map
for (s32 i=0; i<keyMapSize; ++i)
{
switch(keyMapArray[i].Action)
{
case EKA_MOVE_FORWARD: KeyMap.push_back(SCamKeyMap(0, keyMapArray[i].KeyCode));
break;
case EKA_MOVE_BACKWARD: KeyMap.push_back(SCamKeyMap(1, keyMapArray[i].KeyCode));
break;
case EKA_STRAFE_LEFT: KeyMap.push_back(SCamKeyMap(2, keyMapArray[i].KeyCode));
break;
case EKA_STRAFE_RIGHT: KeyMap.push_back(SCamKeyMap(3, keyMapArray[i].KeyCode));
break;
case EKA_JUMP_UP: KeyMap.push_back(SCamKeyMap(4, keyMapArray[i].KeyCode));
break;
default:
break;
} // end switch
} // end for
}// end if
}
//! destructor
CCameraFPSSceneNode::~CCameraFPSSceneNode()
{
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 CCameraFPSSceneNode::OnEvent(SEvent event)
{
if (event.EventType == EET_KEY_INPUT_EVENT)
{
const u32 cnt = KeyMap.size();
for (u32 i=0; i<cnt; ++i)
if (KeyMap[i].keycode == event.KeyInput.Key)
{
CursorKeys[KeyMap[i].action] = event.KeyInput.PressedDown;
if ( InputReceiverEnabled )
return true;
}
}
return false;
}
//! 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 CCameraFPSSceneNode::OnAnimate(u32 timeMs)
{
animate( timeMs );
core::list<ISceneNodeAnimator*>::Iterator ait = Animators.begin();
for (; ait != Animators.end(); ++ait)
(*ait)->animateNode(this, timeMs);
updateAbsolutePosition();
Target = getPosition() + TargetVector;
core::list<ISceneNode*>::Iterator it = Children.begin();
for (; it != Children.end(); ++it)
(*it)->OnAnimate(timeMs);
}
void CCameraFPSSceneNode::animate( u32 timeMs )
{
const u32 camIsMe = SceneManager->getActiveCamera() == this;
if (firstUpdate)
{
if (CursorControl && camIsMe)
{
CursorControl->setPosition(0.5f, 0.5f);
CenterCursor = CursorControl->getRelativePosition();
}
LastAnimationTime = os::Timer::getTime();
firstUpdate = false;
}
// get time. only operate on valid camera
f32 timeDiff = 0.f;
if ( camIsMe )
{
timeDiff = (f32) ( timeMs - LastAnimationTime );
LastAnimationTime = timeMs;
}
// update position
core::vector3df pos = getPosition();
// Update rotation
// if (InputReceiverEnabled)
{
Target.set(0,0,1);
if (CursorControl && InputReceiverEnabled && camIsMe )
{
core::position2d<f32> cursorpos = CursorControl->getRelativePosition();
if (!core::equals(cursorpos.X, CenterCursor.X) ||
!core::equals(cursorpos.Y, CenterCursor.Y))
{
RelativeRotation.X *= -1.0f;
RelativeRotation.Y *= -1.0f;
RelativeRotation.Y += (0.5f - cursorpos.X) * RotateSpeed;
RelativeRotation.X = core::clamp ( RelativeRotation.X + (0.5f - cursorpos.Y) * RotateSpeed,
-MAX_VERTICAL_ANGLE,
+MAX_VERTICAL_ANGLE
);
RelativeRotation.X *= -1.0f;
RelativeRotation.Y *= -1.0f;
CursorControl->setPosition(0.5f, 0.5f);
CenterCursor = CursorControl->getRelativePosition();
}
}
// set target
core::matrix4 mat;
mat.setRotationDegrees(core::vector3df( RelativeRotation.X, RelativeRotation.Y, 0));
mat.transformVect(Target);
core::vector3df movedir = Target;
if (NoVerticalMovement)
movedir.Y = 0.f;
movedir.normalize();
if (InputReceiverEnabled && camIsMe)
{
if (CursorKeys[0])
pos += movedir * timeDiff * MoveSpeed;
if (CursorKeys[1])
pos -= movedir * timeDiff * MoveSpeed;
// strafing
core::vector3df strafevect = Target;
strafevect = strafevect.crossProduct(UpVector);
if (NoVerticalMovement)
strafevect.Y = 0.0f;
strafevect.normalize();
if (CursorKeys[2])
pos += strafevect * timeDiff * MoveSpeed;
if (CursorKeys[3])
pos -= strafevect * timeDiff * MoveSpeed;
// jumping ( need's a gravity , else it's a fly to the World-UpVector )
if (CursorKeys[4])
{
pos += UpVector * timeDiff * JumpSpeed;
}
}
// write translation
setPosition(pos);
}
// write right target
TargetVector = Target;
Target += pos;
}
void CCameraFPSSceneNode::allKeysUp()
{
for (s32 i=0; i<6; ++i)
CursorKeys[i] = false;
}
//! sets the look at target of the camera
//! \param pos: Look at target of the camera.
void CCameraFPSSceneNode::setTarget(const core::vector3df& tgt)
{
updateAbsolutePosition();
core::vector3df vect = tgt - getAbsolutePosition();
vect = vect.getHorizontalAngle();
RelativeRotation.X = vect.X;
RelativeRotation.Y = vect.Y;
if (RelativeRotation.X > MAX_VERTICAL_ANGLE)
RelativeRotation.X -= 360.0f;
}
//! Disables or enables the camera to get key or mouse inputs.
void CCameraFPSSceneNode::setInputReceiverEnabled(bool enabled)
{
// So we don't skip when we return from a non-enabled mode and the
// mouse cursor is now not in the middle of the screen
if( !InputReceiverEnabled && enabled )
firstUpdate = true;
InputReceiverEnabled = enabled;
}
//! Sets the rotation speed
void CCameraFPSSceneNode::setRotateSpeed(const f32 speed)
{
RotateSpeed = speed;
}
//! Sets the movement speed
void CCameraFPSSceneNode::setMoveSpeed(const f32 speed)
{
MoveSpeed = speed;
}
//! Gets the rotation speed
f32 CCameraFPSSceneNode::getRotateSpeed()
{
return RotateSpeed;
}
// Gets the movement speed
f32 CCameraFPSSceneNode::getMoveSpeed()
{
return MoveSpeed;
}
} // end namespace
} // end namespace