mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-05 18:00:41 +01:00
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
This commit is contained in:
parent
e08e37fc0f
commit
3285a0147a
|
@ -291,6 +291,7 @@ int main()
|
|||
|
||||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
switchToMayaCamera(device);
|
||||
|
||||
s32 lastFPS = -1;
|
||||
|
||||
|
|
|
@ -212,6 +212,8 @@ int main()
|
|||
// disable mouse cursor
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
switchToMayaCamera(device);
|
||||
|
||||
/*
|
||||
Because we want the whole scene to look a little bit scarier, we add
|
||||
some fog to it. This is done by a call to IVideoDriver::setFog(). There
|
||||
|
|
|
@ -450,6 +450,12 @@ void CMaterialControl::init(IrrlichtDevice * device, const core::position2d<s32>
|
|||
TypicalColorsControl = new CTypicalColorsControl(guiEnv, core::position2d<s32>(pos.X, top), true, guiEnv->getRootGUIElement());
|
||||
top += 300;
|
||||
|
||||
guiEnv->addStaticText(L"Shininess", core::rect<s32>(pos.X, top, pos.X + 150, top + 15), true, false, 0, -1, true);
|
||||
top += 15;
|
||||
ShininessControl = guiEnv->addScrollBar(true, core::rect<s32>(pos.X, top, pos.X + 150, top + 15));
|
||||
ShininessControl->setMax(10000);
|
||||
top += 20;
|
||||
|
||||
// Controls for selecting the material textures
|
||||
guiEnv->addStaticText(L"Textures", core::rect<s32>(pos.X, top, pos.X+150, top+15), true, false, 0, -1, true);
|
||||
top += 15;
|
||||
|
@ -475,6 +481,9 @@ void CMaterialControl::setMaterial(const irr::video::SMaterial & material)
|
|||
TypicalColorsControl->setColorsToMaterialColors(material);
|
||||
for (irr::u32 i=0; i<TextureControls.size(); ++i)
|
||||
TextureControls[i]->setDirty();
|
||||
|
||||
if (ShininessControl)
|
||||
ShininessControl->setPos((int)(material.Shininess*100.f));
|
||||
}
|
||||
|
||||
void CMaterialControl::update(scene::IMeshSceneNode* sceneNode, scene::IMeshSceneNode* sceneNode2T, scene::IMeshSceneNode* sceneNodeTangents)
|
||||
|
@ -558,6 +567,7 @@ void CMaterialControl::updateMaterial(video::SMaterial & material)
|
|||
material.TextureLayer[i].Texture = Driver->findTexture( io::path(TextureControls[i]->getSelectedTextureName()) );
|
||||
}
|
||||
}
|
||||
material.Shininess = ShininessControl->getPos() * 0.01f;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -765,6 +775,7 @@ bool CApp::init(int argc, char *argv[])
|
|||
ComboMeshType->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
||||
ComboMeshType->addItem(L"cube");
|
||||
ComboMeshType->addItem(L"sphere");
|
||||
ComboMeshType->addItem(L"sphere highres");
|
||||
ControlVertexColors = new CColorControl( guiEnv, core::position2d<s32>(440, controlsTop+30), L"Vertex colors", guiEnv->getRootGUIElement());
|
||||
ControlVertexColors->setAlignment(irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_LOWERRIGHT, irr::gui::EGUIA_UPPERLEFT, irr::gui::EGUIA_UPPERLEFT);
|
||||
ControlVertexColors->setColor(irr::video::SColor(255,255,255,255));
|
||||
|
@ -817,8 +828,8 @@ bool CApp::update()
|
|||
GlobalAmbient->resetDirty();
|
||||
}
|
||||
|
||||
const float zoomSpeed = 10.f * deltaTime;
|
||||
const float rotationSpeed = 100.f * deltaTime;
|
||||
const float zoomSpeed = (KeysPressed[KEY_LSHIFT] ? 40.f : 10.f) * deltaTime;
|
||||
const float rotationSpeed = (KeysPressed[KEY_LSHIFT] ? 20.f : 100.f) * deltaTime;
|
||||
|
||||
// Let the user move the light around
|
||||
irr::gui::IGUIElement* focus=guiEnv->getFocus(); // some checks to prevent interfering with UI input
|
||||
|
@ -843,7 +854,7 @@ bool CApp::update()
|
|||
}
|
||||
|
||||
// Let the user move the camera around
|
||||
if (MousePressed)
|
||||
if (MousePressed && !focus)
|
||||
{
|
||||
gui::ICursorControl* cursorControl = Device->getCursorControl();
|
||||
const core::position2d<s32>& mousePos = cursorControl->getPosition ();
|
||||
|
@ -1051,7 +1062,7 @@ void CApp::setActiveMeshNodeType(ENodeType nodeType)
|
|||
|
||||
// add the nodes which are used to show the materials
|
||||
const irr::f32 size = 35.f;
|
||||
if ( nodeType == ENT_CUBE)
|
||||
if ( nodeType == ENT_CUBE )
|
||||
{
|
||||
SceneNode = smgr->addCubeSceneNode (size, 0, -1,
|
||||
core::vector3df(0, 0, 0),
|
||||
|
@ -1067,8 +1078,14 @@ void CApp::setActiveMeshNodeType(ENodeType nodeType)
|
|||
}
|
||||
else
|
||||
{
|
||||
SceneNode = smgr->addSphereSceneNode(size*0.5f);
|
||||
SceneNode = smgr->addSphereSceneNode(size * 0.5f, nodeType == ENT_SPHERE_HIGHRES ? 128 : 16);
|
||||
}
|
||||
// off center to test shader
|
||||
//SceneNode->setPosition(core::vector3df(20.f, -4.f, 10.f));
|
||||
//SceneNode->setScale(core::vector3df(1.f, 0.2f, 1.5f));
|
||||
//SceneNode->setRotation(core::vector3df(0.f, 30.f, -10.f));
|
||||
//defaultMaterial.NormalizeNormals = true;
|
||||
|
||||
SceneNode->getMaterial(0) = defaultMaterial;
|
||||
// SceneNode->setDebugDataVisible(scene::EDS_NORMALS); // showing normals can sometimes be useful to understand what's going on
|
||||
|
||||
|
|
|
@ -146,6 +146,7 @@ public:
|
|||
CMaterialControl()
|
||||
: Initialized(false), Driver(0)
|
||||
, TypicalColorsControl(0), ButtonLighting(0), InfoLighting(0), ComboMaterial(0)
|
||||
, ShininessControl(0)
|
||||
{}
|
||||
|
||||
// Destructor
|
||||
|
@ -183,6 +184,8 @@ protected:
|
|||
irr::gui::IGUIStaticText* InfoLighting;
|
||||
irr::gui::IGUIComboBox * ComboMaterial;
|
||||
irr::core::array<CTextureControl*> TextureControls;
|
||||
|
||||
irr::gui::IGUIScrollBar* ShininessControl;
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -302,7 +305,8 @@ protected:
|
|||
enum ENodeType
|
||||
{
|
||||
ENT_CUBE,
|
||||
ENT_SPHERE
|
||||
ENT_SPHERE,
|
||||
ENT_SPHERE_HIGHRES,
|
||||
};
|
||||
void setActiveMeshNodeType(ENodeType nodeType);
|
||||
|
||||
|
|
|
@ -17,11 +17,10 @@ written in HLSL and GLSL.
|
|||
|
||||
We include all headers and define necessary variables as we have done before.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
#include <irrlicht.h>
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
|
|
|
@ -616,7 +616,9 @@ namespace scene
|
|||
virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
|
||||
f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
|
||||
f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
|
||||
bool makeActive=true) =0;
|
||||
bool makeActive=true
|
||||
, f32 rotX = 0.f, f32 rotY = 0.f
|
||||
) =0;
|
||||
|
||||
//! Adds a camera scene node with an animator which provides mouse and keyboard control appropriate for first person shooters (FPS).
|
||||
/** This FPS camera is intended to provide a demonstration of a
|
||||
|
|
|
@ -862,4 +862,11 @@ precision will be lower but speed higher. currently X86 only
|
|||
#endif
|
||||
#endif
|
||||
|
||||
//! Solve Camera errors - Debug Feature
|
||||
/* - Allow Camera 90 degree up, Target==Position,buildCameraLookAtMatrixLH
|
||||
- pre v1.9 CCameraSceneNode moved the up non-particular in the positive x-Direction. not compatible
|
||||
- Enabled is not compatible with Irrlicht Collision and Response.
|
||||
*/
|
||||
//#define _IRR_COMPILE_WITH_90_DEGREE_CAMERA
|
||||
|
||||
#endif // IRR_COMPILE_CONFIG_H_INCLUDED
|
||||
|
|
|
@ -50,6 +50,42 @@ namespace irr
|
|||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
For using an alternative camera in the examples.
|
||||
Try to translate the viewpoint (Maya internal CameraRotation)
|
||||
*/
|
||||
static inline void switchToMayaCamera(IrrlichtDevice* device)
|
||||
{
|
||||
#if 1
|
||||
return;
|
||||
#else
|
||||
if (!device) return;
|
||||
|
||||
scene::ICameraSceneNode* camera = device->getSceneManager()->getActiveCamera();
|
||||
if (!camera || camera->getID() == 54321) return;
|
||||
|
||||
|
||||
core::vector3df target = camera->getTarget() - camera->getPosition();
|
||||
core::vector3df relativeRotation = target.getHorizontalAngle();
|
||||
|
||||
scene::ICameraSceneNode* maya = device->getSceneManager()->addCameraSceneNodeMaya(
|
||||
0, -1500, 1000, 1500,
|
||||
54321,
|
||||
target.getLength(),
|
||||
true,
|
||||
relativeRotation.X + 90, relativeRotation.Y
|
||||
);
|
||||
if (maya)
|
||||
{
|
||||
maya->setNearValue(camera->getNearValue());
|
||||
maya->setFarValue(camera->getFarValue());
|
||||
}
|
||||
|
||||
device->getCursorControl()->setVisible(true);
|
||||
device->setResizable(true);
|
||||
#endif
|
||||
}
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1908,10 +1908,10 @@ namespace core
|
|||
const vector3df& upVector)
|
||||
{
|
||||
vector3df zaxis = target - position;
|
||||
zaxis.normalize();
|
||||
zaxis.normalize_z();
|
||||
|
||||
vector3df xaxis = upVector.crossProduct(zaxis);
|
||||
xaxis.normalize();
|
||||
vector3df xaxis = normalize_y(upVector).crossProduct(zaxis);
|
||||
xaxis.normalize_x();
|
||||
|
||||
vector3df yaxis = zaxis.crossProduct(xaxis);
|
||||
|
||||
|
|
|
@ -195,6 +195,36 @@ namespace core
|
|||
return (*this *= newlength);
|
||||
}
|
||||
|
||||
#if defined(_IRR_COMPILE_WITH_90_DEGREE_CAMERA)
|
||||
vector3d<T>& normalize_camera_direction(const vector3d<T>& def)
|
||||
{
|
||||
f64 l = (f64)X * X + (f64)Y * Y + (f64)Z * Z;
|
||||
if (::fabs(l) < 0.000000001)
|
||||
{
|
||||
X = def.X;
|
||||
Y = def.Y;
|
||||
Z = def.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
l = 1.0 / ::sqrt(l);
|
||||
f64 v;
|
||||
v = X * l; X = ::fabs(v) < 0.00000001 ? (T)0 : (T)v;
|
||||
v = Y * l; Y = ::fabs(v) < 0.00000001 ? (T)0 : (T)v;
|
||||
v = Z * l; Z = ::fabs(v) < 0.00000001 ? (T)0 : (T)v;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
#define normalize_x() normalize_camera_direction(core::vector3df(1.f, 0.f, 0.f))
|
||||
#define normalize_z() normalize_camera_direction(core::vector3df(0.f, 0.f, 1.f))
|
||||
#define normalize_y(v) core::vector3df(v).normalize_camera_direction(core::vector3df(0.f, 1.f, 0.f))
|
||||
#else
|
||||
#define normalize_x() normalize()
|
||||
#define normalize_z() normalize()
|
||||
#define normalize_y(v) v
|
||||
#endif
|
||||
|
||||
|
||||
//! Inverts the vector.
|
||||
vector3d<T>& invert()
|
||||
{
|
||||
|
|
|
@ -265,6 +265,9 @@ void CCameraSceneNode::render()
|
|||
//! update
|
||||
void CCameraSceneNode::updateMatrices()
|
||||
{
|
||||
#if defined(_IRR_COMPILE_WITH_90_DEGREE_CAMERA)
|
||||
ViewArea.getTransform(video::ETS_VIEW).buildCameraLookAtMatrixLH(getAbsolutePosition(), Target, UpVector);
|
||||
#else
|
||||
core::vector3df pos = getAbsolutePosition();
|
||||
core::vector3df tgtv = Target - pos;
|
||||
tgtv.normalize();
|
||||
|
@ -282,6 +285,7 @@ void CCameraSceneNode::updateMatrices()
|
|||
}
|
||||
|
||||
ViewArea.getTransform(video::ETS_VIEW).buildCameraLookAtMatrixLH(pos, Target, up);
|
||||
#endif
|
||||
ViewArea.getTransform(video::ETS_VIEW) *= Affector;
|
||||
recalculateViewArea();
|
||||
}
|
||||
|
|
|
@ -775,14 +775,16 @@ ICameraSceneNode* CSceneManager::addCameraSceneNode(ISceneNode* parent,
|
|||
//! The returned pointer must not be dropped.
|
||||
ICameraSceneNode* CSceneManager::addCameraSceneNodeMaya(ISceneNode* parent,
|
||||
f32 rotateSpeed, f32 zoomSpeed, f32 translationSpeed, s32 id, f32 distance,
|
||||
bool makeActive)
|
||||
bool makeActive
|
||||
, f32 rotX, f32 rotY)
|
||||
{
|
||||
ICameraSceneNode* node = addCameraSceneNode(parent, core::vector3df(),
|
||||
core::vector3df(0,0,100), id, makeActive);
|
||||
if (node)
|
||||
{
|
||||
ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraMaya(CursorControl,
|
||||
rotateSpeed, zoomSpeed, translationSpeed, distance);
|
||||
rotateSpeed, zoomSpeed, translationSpeed, distance
|
||||
,rotX,rotY);
|
||||
|
||||
node->addAnimator(anm);
|
||||
anm->drop();
|
||||
|
|
|
@ -147,7 +147,9 @@ namespace scene
|
|||
virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
|
||||
f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
|
||||
f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
|
||||
bool makeActive=true) IRR_OVERRIDE;
|
||||
bool makeActive=true
|
||||
, f32 rotX = 0.f, f32 rotY = 0.f
|
||||
) IRR_OVERRIDE;
|
||||
|
||||
//! Adds a camera scene node which is able to be controled with the mouse and keys
|
||||
//! like in most first person shooters (FPS):
|
||||
|
@ -565,13 +567,36 @@ namespace scene
|
|||
void* TextureValue;
|
||||
};
|
||||
|
||||
/*
|
||||
const core::aabbox3d<f32> box = Node->getTransformedBoundingBox();
|
||||
Distance = core::min_(camera.getDistanceFromSQ(box.MinEdge), camera.getDistanceFromSQ(box.MaxEdge));
|
||||
*/
|
||||
static inline f32 estimatedSphereDistance(const ISceneNode* node, const core::vector3df& camera)
|
||||
{
|
||||
const core::aabbox3d<f32>& box = node->getBoundingBox();
|
||||
const f32* m = node->getAbsoluteTransformation().pointer();
|
||||
|
||||
f32 p[4];
|
||||
p[0] = camera.X - (box.MinEdge.X * m[0] + box.MinEdge.Y * m[4] + box.MinEdge.Z * m[8] + m[12]);
|
||||
p[1] = camera.Y - (box.MinEdge.X * m[1] + box.MinEdge.Y * m[5] + box.MinEdge.Z * m[9] + m[13]);
|
||||
p[2] = camera.Z - (box.MinEdge.X * m[2] + box.MinEdge.Y * m[6] + box.MinEdge.Z * m[10] + m[14]);
|
||||
f32 l0 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
|
||||
|
||||
p[0] = camera.X - (box.MaxEdge.X * m[0] + box.MaxEdge.Y * m[4] + box.MaxEdge.Z * m[8] + m[12]);
|
||||
p[1] = camera.Y - (box.MaxEdge.X * m[1] + box.MaxEdge.Y * m[5] + box.MaxEdge.Z * m[9] + m[13]);
|
||||
p[2] = camera.Z - (box.MaxEdge.X * m[2] + box.MaxEdge.Y * m[6] + box.MaxEdge.Z * m[10] + m[14]);
|
||||
f32 l1 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
|
||||
return core::min_(l0, l1);
|
||||
}
|
||||
|
||||
//! sort on distance (center) to camera
|
||||
struct TransparentNodeEntry
|
||||
{
|
||||
TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
|
||||
: Node(n)
|
||||
{
|
||||
Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
|
||||
//Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
|
||||
Distance = estimatedSphereDistance(n, camera);
|
||||
}
|
||||
|
||||
bool operator < (const TransparentNodeEntry& other) const
|
||||
|
|
|
@ -15,11 +15,13 @@ namespace scene
|
|||
|
||||
//! constructor
|
||||
CSceneNodeAnimatorCameraMaya::CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor,
|
||||
f32 rotateSpeed, f32 zoomSpeed, f32 translateSpeed, f32 distance)
|
||||
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(0.0f), RotY(0.0f),
|
||||
CurrentZoom(distance), RotX(rotX), RotY(rotY),
|
||||
Zooming(false), Rotating(false), Moving(false), Translating(false)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
|
@ -171,18 +173,18 @@ void CSceneNodeAnimatorCameraMaya::animateNode(ISceneNode *node, u32 timeMs)
|
|||
// Translation ---------------------------------
|
||||
|
||||
core::vector3df translate(OldTarget);
|
||||
const core::vector3df upVector(camera->getUpVector());
|
||||
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();
|
||||
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();
|
||||
tvectY.normalize_x();
|
||||
|
||||
if (isMouseKeyDown(2) && !Zooming)
|
||||
{
|
||||
|
|
|
@ -29,7 +29,9 @@ namespace scene
|
|||
public:
|
||||
//! Constructor
|
||||
CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor, f32 rotateSpeed = -1500.f,
|
||||
f32 zoomSpeed = 200.f, f32 translationSpeed = 1500.f, f32 distance=70.f);
|
||||
f32 zoomSpeed = 200.f, f32 translationSpeed = 1500.f, f32 distance=70.f
|
||||
, f32 rotX = 0.f, f32 rotY = 0.f
|
||||
);
|
||||
|
||||
//! Destructor
|
||||
virtual ~CSceneNodeAnimatorCameraMaya();
|
||||
|
|
Loading…
Reference in New Issue
Block a user