irrlicht/source/Irrlicht/CSceneNodeAnimatorCameraMay...

322 lines
7.3 KiB
C++

// Copyright (C) 2002-2008 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"
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),
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),
Target(0,0,0), OldTarget(0,0,0), 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_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->getType() != ESNT_CAMERA)
return;
ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
if (OldCamera != camera)
{
OldTarget = camera->getTarget();
OldCamera = camera;
}
Target = camera->getTarget();
const SViewFrustum* va = camera->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), UpVector(camera->getUpVector());
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);
UpVector.rotateXZBy(-nRotX+180.f);
camera->setPosition(Pos);
camera->setTarget(Target);
camera->setUpVector(UpVector);
}
bool CSceneNodeAnimatorCameraMaya::isMouseKeyDown(s32 key)
{
return MouseKeys[key];
}
void CSceneNodeAnimatorCameraMaya::allKeysUp()
{
for (s32 i=0; i<3; ++i)
MouseKeys[i] = false;
}
// function added by jox
void CSceneNodeAnimatorCameraMaya::updateAnimationState()
{
core::vector3df pos(Pos - Target);
// X rotation
core::vector2df vec2d(pos.X, pos.Z);
RotX = (f32)vec2d.getAngle();
// Y rotation
pos.rotateXZBy(RotX);
vec2d.set(pos.X, pos.Y);
RotY = -(f32)vec2d.getAngle();
// Zoom
CurrentZoom = (f32)Pos.getDistanceFrom(Target);
}
//! 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;
}
} // end namespace
} // end namespace