Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
369
source/Irrlicht/CSceneNodeAnimatorCameraMaya.cpp
Normal file
369
source/Irrlicht/CSceneNodeAnimatorCameraMaya.cpp
Normal file
@@ -0,0 +1,369 @@
|
||||
// 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 "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 rotateSpeed, f32 zoomSpeed, f32 translateSpeed, f32 distance)
|
||||
: CursorControl(cursor), OldCamera(0), MousePos(0.5f, 0.5f),
|
||||
TargetMinDistance(0.f),
|
||||
ZoomSpeed(zoomSpeed), RotateSpeed(rotateSpeed), TranslateSpeed(translateSpeed),
|
||||
CurrentZoom(distance), RotX(0.0f), RotY(0.0f),
|
||||
Zooming(false), Rotating(false), Moving(false), Translating(false)
|
||||
{
|
||||
#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;
|
||||
updateMousePos();
|
||||
break;
|
||||
case EMIE_RMOUSE_PRESSED_DOWN:
|
||||
MouseKeys[2] = true;
|
||||
updateMousePos();
|
||||
break;
|
||||
case EMIE_MMOUSE_PRESSED_DOWN:
|
||||
MouseKeys[1] = true;
|
||||
updateMousePos();
|
||||
break;
|
||||
case EMIE_LMOUSE_LEFT_UP:
|
||||
MouseKeys[0] = false;
|
||||
updateMousePos();
|
||||
break;
|
||||
case EMIE_RMOUSE_LEFT_UP:
|
||||
MouseKeys[2] = false;
|
||||
updateMousePos();
|
||||
break;
|
||||
case EMIE_MMOUSE_LEFT_UP:
|
||||
MouseKeys[1] = false;
|
||||
updateMousePos();
|
||||
break;
|
||||
case EMIE_MOUSE_MOVED:
|
||||
// check states again because sometimes the gui has already caught events
|
||||
MouseKeys[0] = event.MouseInput.isLeftPressed();
|
||||
MouseKeys[2] = event.MouseInput.isRightPressed();
|
||||
MouseKeys[1] = event.MouseInput.isMiddlePressed();
|
||||
updateMousePos();
|
||||
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;
|
||||
}
|
||||
|
||||
void CSceneNodeAnimatorCameraMaya::updateMousePos()
|
||||
{
|
||||
if ( CursorControl )
|
||||
{
|
||||
MousePos = CursorControl->getRelativePosition();
|
||||
}
|
||||
}
|
||||
|
||||
//! OnAnimate() is called just before rendering the whole scene.
|
||||
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)
|
||||
{
|
||||
LastCameraTarget = OldTarget = camera->getTarget();
|
||||
OldCamera = camera;
|
||||
}
|
||||
else
|
||||
{
|
||||
OldTarget += camera->getTarget() - LastCameraTarget;
|
||||
}
|
||||
|
||||
f32 nRotX = RotX;
|
||||
f32 nRotY = RotY;
|
||||
f32 nZoom = CurrentZoom;
|
||||
|
||||
if ( (isMouseKeyDown(0) && isMouseKeyDown(2)) || isMouseKeyDown(1) )
|
||||
{
|
||||
if (!Zooming)
|
||||
{
|
||||
ZoomStart = MousePos;
|
||||
Zooming = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
nZoom += (ZoomStart.X - MousePos.X) * ZoomSpeed;
|
||||
|
||||
if (nZoom < TargetMinDistance+0.1f) // jox: fixed bug: bounce back when zooming too close
|
||||
nZoom = TargetMinDistance+0.1f;
|
||||
}
|
||||
}
|
||||
else if (Zooming)
|
||||
{
|
||||
const f32 old = CurrentZoom;
|
||||
CurrentZoom = CurrentZoom + (ZoomStart.X - MousePos.X ) * ZoomSpeed;
|
||||
nZoom = CurrentZoom;
|
||||
|
||||
if (nZoom < TargetMinDistance)
|
||||
nZoom = CurrentZoom = old;
|
||||
Zooming = false;
|
||||
}
|
||||
|
||||
// Translation ---------------------------------
|
||||
|
||||
core::vector3df translate(OldTarget);
|
||||
const core::vector3df upVector(camera->getUpVector());
|
||||
const core::vector3df target = camera->getTarget();
|
||||
|
||||
core::vector3df pos = camera->getPosition();
|
||||
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 ------------------------------------
|
||||
|
||||
pos = translate;
|
||||
pos.X += nZoom;
|
||||
|
||||
pos.rotateXYBy(nRotY, translate);
|
||||
pos.rotateXZBy(-nRotX, translate);
|
||||
|
||||
camera->setPosition(pos);
|
||||
camera->setTarget(translate);
|
||||
|
||||
// Rotation Error ----------------------------
|
||||
|
||||
// jox: fixed bug: jitter when rotating to the top and bottom of y
|
||||
pos.set(0,1,0);
|
||||
pos.rotateXYBy(-nRotY);
|
||||
pos.rotateXZBy(-nRotX+180.f);
|
||||
camera->setUpVector(pos);
|
||||
LastCameraTarget = camera->getTarget();
|
||||
}
|
||||
|
||||
|
||||
bool CSceneNodeAnimatorCameraMaya::isMouseKeyDown(s32 key) const
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
//! Set the distance
|
||||
void CSceneNodeAnimatorCameraMaya::setDistance(f32 distance)
|
||||
{
|
||||
CurrentZoom=distance;
|
||||
}
|
||||
|
||||
|
||||
//! 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;
|
||||
}
|
||||
|
||||
|
||||
//! Returns the current distance, i.e. orbit radius
|
||||
f32 CSceneNodeAnimatorCameraMaya::getDistance() const
|
||||
{
|
||||
return CurrentZoom;
|
||||
}
|
||||
|
||||
void CSceneNodeAnimatorCameraMaya::setTargetMinDistance(f32 minDistance)
|
||||
{
|
||||
TargetMinDistance = minDistance;
|
||||
if ( CurrentZoom < TargetMinDistance )
|
||||
CurrentZoom = TargetMinDistance;
|
||||
}
|
||||
|
||||
f32 CSceneNodeAnimatorCameraMaya::getTargetMinDistance() const
|
||||
{
|
||||
return TargetMinDistance;
|
||||
}
|
||||
|
||||
|
||||
ISceneNodeAnimator* CSceneNodeAnimatorCameraMaya::createClone(ISceneNode* node, ISceneManager* newManager)
|
||||
{
|
||||
CSceneNodeAnimatorCameraMaya * newAnimator =
|
||||
new CSceneNodeAnimatorCameraMaya(CursorControl, RotateSpeed, ZoomSpeed, TranslateSpeed);
|
||||
newAnimator->cloneMembers(this);
|
||||
return newAnimator;
|
||||
}
|
||||
|
||||
void CSceneNodeAnimatorCameraMaya::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
||||
{
|
||||
ISceneNodeAnimator::serializeAttributes(out, options);
|
||||
|
||||
out->addFloat("TargetMinDistance", TargetMinDistance);
|
||||
out->addFloat("ZoomSpeed", ZoomSpeed);
|
||||
out->addFloat("RotateSpeed", RotateSpeed);
|
||||
out->addFloat("TranslateSpeed", TranslateSpeed);
|
||||
out->addFloat("CurrentZoom", CurrentZoom);
|
||||
}
|
||||
|
||||
void CSceneNodeAnimatorCameraMaya::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
||||
{
|
||||
ISceneNodeAnimator::deserializeAttributes(in, options);
|
||||
|
||||
TargetMinDistance = in->getAttributeAsFloat("TargetMinDistance", TargetMinDistance);
|
||||
ZoomSpeed = in->getAttributeAsFloat("ZoomSpeed", ZoomSpeed);
|
||||
RotateSpeed = in->getAttributeAsFloat("RotateSpeed", RotateSpeed);
|
||||
TranslateSpeed = in->getAttributeAsFloat("TranslateSpeed", TranslateSpeed);
|
||||
CurrentZoom = in->getAttributeAsFloat("CurrentZoom", CurrentZoom);
|
||||
}
|
||||
|
||||
} // end namespace
|
||||
} // end namespace
|
||||
|
Reference in New Issue
Block a user