irrlicht/source/Irrlicht/CSceneNodeAnimatorCameraMaya.cpp

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// 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
, f32 rotX, f32 rotY
)
: CursorControl(cursor), OldCamera(0), MousePos(0.5f, 0.5f),
TargetMinDistance(0.f),
ZoomSpeed(zoomSpeed), RotateSpeed(rotateSpeed), TranslateSpeed(translateSpeed),
CurrentZoom(distance), RotX(rotX), RotY(rotY),
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(normalize_y(camera->getUpVector()));
const core::vector3df target = camera->getTarget();
core::vector3df pos = camera->getPosition();
core::vector3df tvectX = pos - target;
tvectX = tvectX.crossProduct(upVector);
tvectX.normalize_z();
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_x();
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