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a) debug Camera Matrices. enable with _IRR_COMPILE_WITH_90_DEGREE_CAMERA.
- allow ICameraSceneNode to accept any values and correct in buildCameraLookAtMatrixLH with normalize_camera_direction. if disabled defaults to the current v1.9 normalize b) add initial Rotation to MayaCamera Constructor default 0,0 c) switchToMayaCamera in Examples. Clones FPSCamera default disabled git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6366 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -265,6 +265,9 @@ void CCameraSceneNode::render()
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//! update
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void CCameraSceneNode::updateMatrices()
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{
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#if defined(_IRR_COMPILE_WITH_90_DEGREE_CAMERA)
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ViewArea.getTransform(video::ETS_VIEW).buildCameraLookAtMatrixLH(getAbsolutePosition(), Target, UpVector);
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#else
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core::vector3df pos = getAbsolutePosition();
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core::vector3df tgtv = Target - pos;
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tgtv.normalize();
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@ -282,6 +285,7 @@ void CCameraSceneNode::updateMatrices()
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}
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ViewArea.getTransform(video::ETS_VIEW).buildCameraLookAtMatrixLH(pos, Target, up);
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#endif
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ViewArea.getTransform(video::ETS_VIEW) *= Affector;
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recalculateViewArea();
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}
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@ -775,14 +775,16 @@ ICameraSceneNode* CSceneManager::addCameraSceneNode(ISceneNode* parent,
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//! The returned pointer must not be dropped.
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ICameraSceneNode* CSceneManager::addCameraSceneNodeMaya(ISceneNode* parent,
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f32 rotateSpeed, f32 zoomSpeed, f32 translationSpeed, s32 id, f32 distance,
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bool makeActive)
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bool makeActive
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, f32 rotX, f32 rotY)
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{
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ICameraSceneNode* node = addCameraSceneNode(parent, core::vector3df(),
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core::vector3df(0,0,100), id, makeActive);
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if (node)
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{
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ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraMaya(CursorControl,
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rotateSpeed, zoomSpeed, translationSpeed, distance);
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rotateSpeed, zoomSpeed, translationSpeed, distance
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,rotX,rotY);
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node->addAnimator(anm);
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anm->drop();
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@ -147,7 +147,9 @@ namespace scene
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virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
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f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
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f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
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bool makeActive=true) IRR_OVERRIDE;
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bool makeActive=true
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, f32 rotX = 0.f, f32 rotY = 0.f
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) IRR_OVERRIDE;
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//! Adds a camera scene node which is able to be controled with the mouse and keys
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//! like in most first person shooters (FPS):
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@ -565,13 +567,36 @@ namespace scene
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void* TextureValue;
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};
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/*
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const core::aabbox3d<f32> box = Node->getTransformedBoundingBox();
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Distance = core::min_(camera.getDistanceFromSQ(box.MinEdge), camera.getDistanceFromSQ(box.MaxEdge));
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*/
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static inline f32 estimatedSphereDistance(const ISceneNode* node, const core::vector3df& camera)
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{
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const core::aabbox3d<f32>& box = node->getBoundingBox();
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const f32* m = node->getAbsoluteTransformation().pointer();
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f32 p[4];
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p[0] = camera.X - (box.MinEdge.X * m[0] + box.MinEdge.Y * m[4] + box.MinEdge.Z * m[8] + m[12]);
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p[1] = camera.Y - (box.MinEdge.X * m[1] + box.MinEdge.Y * m[5] + box.MinEdge.Z * m[9] + m[13]);
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p[2] = camera.Z - (box.MinEdge.X * m[2] + box.MinEdge.Y * m[6] + box.MinEdge.Z * m[10] + m[14]);
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f32 l0 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
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p[0] = camera.X - (box.MaxEdge.X * m[0] + box.MaxEdge.Y * m[4] + box.MaxEdge.Z * m[8] + m[12]);
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p[1] = camera.Y - (box.MaxEdge.X * m[1] + box.MaxEdge.Y * m[5] + box.MaxEdge.Z * m[9] + m[13]);
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p[2] = camera.Z - (box.MaxEdge.X * m[2] + box.MaxEdge.Y * m[6] + box.MaxEdge.Z * m[10] + m[14]);
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f32 l1 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
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return core::min_(l0, l1);
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}
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//! sort on distance (center) to camera
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struct TransparentNodeEntry
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{
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TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
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: Node(n)
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{
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Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
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//Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
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Distance = estimatedSphereDistance(n, camera);
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}
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bool operator < (const TransparentNodeEntry& other) const
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@ -15,11 +15,13 @@ namespace scene
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//! constructor
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CSceneNodeAnimatorCameraMaya::CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor,
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f32 rotateSpeed, f32 zoomSpeed, f32 translateSpeed, f32 distance)
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f32 rotateSpeed, f32 zoomSpeed, f32 translateSpeed, f32 distance
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, f32 rotX, f32 rotY
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)
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: CursorControl(cursor), OldCamera(0), MousePos(0.5f, 0.5f),
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TargetMinDistance(0.f),
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ZoomSpeed(zoomSpeed), RotateSpeed(rotateSpeed), TranslateSpeed(translateSpeed),
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CurrentZoom(distance), RotX(0.0f), RotY(0.0f),
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CurrentZoom(distance), RotX(rotX), RotY(rotY),
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Zooming(false), Rotating(false), Moving(false), Translating(false)
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{
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#ifdef _DEBUG
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@ -171,18 +173,18 @@ void CSceneNodeAnimatorCameraMaya::animateNode(ISceneNode *node, u32 timeMs)
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// Translation ---------------------------------
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core::vector3df translate(OldTarget);
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const core::vector3df upVector(camera->getUpVector());
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const core::vector3df upVector(normalize_y(camera->getUpVector()));
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const core::vector3df target = camera->getTarget();
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core::vector3df pos = camera->getPosition();
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core::vector3df tvectX = pos - target;
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tvectX = tvectX.crossProduct(upVector);
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tvectX.normalize();
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tvectX.normalize_z();
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const SViewFrustum* const va = camera->getViewFrustum();
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core::vector3df tvectY = (va->getFarLeftDown() - va->getFarRightDown());
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tvectY = tvectY.crossProduct(upVector.Y > 0 ? pos - target : target - pos);
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tvectY.normalize();
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tvectY.normalize_x();
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if (isMouseKeyDown(2) && !Zooming)
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{
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@ -29,7 +29,9 @@ namespace scene
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public:
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//! Constructor
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CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor, f32 rotateSpeed = -1500.f,
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f32 zoomSpeed = 200.f, f32 translationSpeed = 1500.f, f32 distance=70.f);
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f32 zoomSpeed = 200.f, f32 translationSpeed = 1500.f, f32 distance=70.f
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, f32 rotX = 0.f, f32 rotY = 0.f
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);
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//! Destructor
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virtual ~CSceneNodeAnimatorCameraMaya();
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