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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
370 lines
9.4 KiB
C++
370 lines
9.4 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CSceneNodeAnimatorCameraMaya.h"
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#include "ICursorControl.h"
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#include "ICameraSceneNode.h"
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#include "SViewFrustum.h"
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#include "ISceneManager.h"
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namespace irr
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{
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namespace scene
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{
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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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: 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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Zooming(false), Rotating(false), Moving(false), Translating(false)
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{
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#ifdef _DEBUG
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setDebugName("CSceneNodeAnimatorCameraMaya");
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#endif
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if (CursorControl)
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{
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CursorControl->grab();
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MousePos = CursorControl->getRelativePosition();
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}
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allKeysUp();
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}
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//! destructor
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CSceneNodeAnimatorCameraMaya::~CSceneNodeAnimatorCameraMaya()
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{
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if (CursorControl)
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CursorControl->drop();
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}
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//! It is possible to send mouse and key events to the camera. Most cameras
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//! may ignore this input, but camera scene nodes which are created for
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//! example with scene::ISceneManager::addMayaCameraSceneNode or
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//! scene::ISceneManager::addMeshViewerCameraSceneNode, may want to get this input
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//! for changing their position, look at target or whatever.
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bool CSceneNodeAnimatorCameraMaya::OnEvent(const SEvent& event)
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{
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if (event.EventType != EET_MOUSE_INPUT_EVENT)
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return false;
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switch(event.MouseInput.Event)
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{
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case EMIE_LMOUSE_PRESSED_DOWN:
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MouseKeys[0] = true;
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updateMousePos();
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break;
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case EMIE_RMOUSE_PRESSED_DOWN:
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MouseKeys[2] = true;
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updateMousePos();
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break;
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case EMIE_MMOUSE_PRESSED_DOWN:
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MouseKeys[1] = true;
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updateMousePos();
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break;
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case EMIE_LMOUSE_LEFT_UP:
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MouseKeys[0] = false;
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updateMousePos();
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break;
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case EMIE_RMOUSE_LEFT_UP:
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MouseKeys[2] = false;
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updateMousePos();
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break;
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case EMIE_MMOUSE_LEFT_UP:
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MouseKeys[1] = false;
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updateMousePos();
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break;
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case EMIE_MOUSE_MOVED:
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// check states again because sometimes the gui has already caught events
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MouseKeys[0] = event.MouseInput.isLeftPressed();
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MouseKeys[2] = event.MouseInput.isRightPressed();
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MouseKeys[1] = event.MouseInput.isMiddlePressed();
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updateMousePos();
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break;
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case EMIE_MOUSE_WHEEL:
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case EMIE_LMOUSE_DOUBLE_CLICK:
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case EMIE_RMOUSE_DOUBLE_CLICK:
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case EMIE_MMOUSE_DOUBLE_CLICK:
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case EMIE_LMOUSE_TRIPLE_CLICK:
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case EMIE_RMOUSE_TRIPLE_CLICK:
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case EMIE_MMOUSE_TRIPLE_CLICK:
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case EMIE_COUNT:
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return false;
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}
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return true;
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}
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void CSceneNodeAnimatorCameraMaya::updateMousePos()
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{
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if ( CursorControl )
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{
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MousePos = CursorControl->getRelativePosition();
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}
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}
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//! OnAnimate() is called just before rendering the whole scene.
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void CSceneNodeAnimatorCameraMaya::animateNode(ISceneNode *node, u32 timeMs)
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{
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//Alt + LM = Rotate around camera pivot
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//Alt + LM + MM = Dolly forth/back in view direction (speed % distance camera pivot - max distance to pivot)
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//Alt + MM = Move on camera plane (Screen center is about the mouse pointer, depending on move speed)
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if (!node || node->getType() != ESNT_CAMERA)
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return;
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ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
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// If the camera isn't the active camera, and receiving input, then don't process it.
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if (!camera->isInputReceiverEnabled())
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return;
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scene::ISceneManager * smgr = camera->getSceneManager();
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if (smgr && smgr->getActiveCamera() != camera)
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return;
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if (OldCamera != camera)
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{
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LastCameraTarget = OldTarget = camera->getTarget();
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OldCamera = camera;
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}
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else
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{
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OldTarget += camera->getTarget() - LastCameraTarget;
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}
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f32 nRotX = RotX;
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f32 nRotY = RotY;
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f32 nZoom = CurrentZoom;
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if ( (isMouseKeyDown(0) && isMouseKeyDown(2)) || isMouseKeyDown(1) )
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{
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if (!Zooming)
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{
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ZoomStart = MousePos;
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Zooming = true;
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}
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else
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{
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nZoom += (ZoomStart.X - MousePos.X) * ZoomSpeed;
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if (nZoom < TargetMinDistance+0.1f) // jox: fixed bug: bounce back when zooming too close
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nZoom = TargetMinDistance+0.1f;
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}
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}
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else if (Zooming)
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{
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const f32 old = CurrentZoom;
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CurrentZoom = CurrentZoom + (ZoomStart.X - MousePos.X ) * ZoomSpeed;
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nZoom = CurrentZoom;
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if (nZoom < TargetMinDistance)
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nZoom = CurrentZoom = old;
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Zooming = false;
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}
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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 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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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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if (isMouseKeyDown(2) && !Zooming)
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{
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if (!Translating)
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{
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TranslateStart = MousePos;
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Translating = true;
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}
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else
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{
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translate += tvectX * (TranslateStart.X - MousePos.X)*TranslateSpeed +
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tvectY * (TranslateStart.Y - MousePos.Y)*TranslateSpeed;
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}
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}
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else if (Translating)
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{
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translate += tvectX * (TranslateStart.X - MousePos.X)*TranslateSpeed +
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tvectY * (TranslateStart.Y - MousePos.Y)*TranslateSpeed;
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OldTarget = translate;
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Translating = false;
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}
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// Rotation ------------------------------------
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if (isMouseKeyDown(0) && !Zooming)
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{
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if (!Rotating)
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{
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RotateStart = MousePos;
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Rotating = true;
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nRotX = RotX;
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nRotY = RotY;
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}
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else
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{
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nRotX += (RotateStart.X - MousePos.X) * RotateSpeed;
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nRotY += (RotateStart.Y - MousePos.Y) * RotateSpeed;
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}
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}
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else if (Rotating)
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{
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RotX += (RotateStart.X - MousePos.X) * RotateSpeed;
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RotY += (RotateStart.Y - MousePos.Y) * RotateSpeed;
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nRotX = RotX;
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nRotY = RotY;
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Rotating = false;
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}
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// Set pos ------------------------------------
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pos = translate;
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pos.X += nZoom;
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pos.rotateXYBy(nRotY, translate);
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pos.rotateXZBy(-nRotX, translate);
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camera->setPosition(pos);
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camera->setTarget(translate);
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// Rotation Error ----------------------------
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// jox: fixed bug: jitter when rotating to the top and bottom of y
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pos.set(0,1,0);
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pos.rotateXYBy(-nRotY);
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pos.rotateXZBy(-nRotX+180.f);
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camera->setUpVector(pos);
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LastCameraTarget = camera->getTarget();
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}
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bool CSceneNodeAnimatorCameraMaya::isMouseKeyDown(s32 key) const
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{
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return MouseKeys[key];
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}
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void CSceneNodeAnimatorCameraMaya::allKeysUp()
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{
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for (s32 i=0; i<3; ++i)
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MouseKeys[i] = false;
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}
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//! Sets the rotation speed
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void CSceneNodeAnimatorCameraMaya::setRotateSpeed(f32 speed)
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{
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RotateSpeed = speed;
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}
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//! Sets the movement speed
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void CSceneNodeAnimatorCameraMaya::setMoveSpeed(f32 speed)
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{
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TranslateSpeed = speed;
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}
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//! Sets the zoom speed
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void CSceneNodeAnimatorCameraMaya::setZoomSpeed(f32 speed)
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{
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ZoomSpeed = speed;
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}
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//! Set the distance
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void CSceneNodeAnimatorCameraMaya::setDistance(f32 distance)
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{
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CurrentZoom=distance;
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}
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//! Gets the rotation speed
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f32 CSceneNodeAnimatorCameraMaya::getRotateSpeed() const
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{
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return RotateSpeed;
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}
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// Gets the movement speed
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f32 CSceneNodeAnimatorCameraMaya::getMoveSpeed() const
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{
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return TranslateSpeed;
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}
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//! Gets the zoom speed
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f32 CSceneNodeAnimatorCameraMaya::getZoomSpeed() const
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{
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return ZoomSpeed;
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}
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//! Returns the current distance, i.e. orbit radius
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f32 CSceneNodeAnimatorCameraMaya::getDistance() const
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{
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return CurrentZoom;
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}
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void CSceneNodeAnimatorCameraMaya::setTargetMinDistance(f32 minDistance)
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{
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TargetMinDistance = minDistance;
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if ( CurrentZoom < TargetMinDistance )
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CurrentZoom = TargetMinDistance;
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}
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f32 CSceneNodeAnimatorCameraMaya::getTargetMinDistance() const
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{
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return TargetMinDistance;
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}
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ISceneNodeAnimator* CSceneNodeAnimatorCameraMaya::createClone(ISceneNode* node, ISceneManager* newManager)
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{
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CSceneNodeAnimatorCameraMaya * newAnimator =
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new CSceneNodeAnimatorCameraMaya(CursorControl, RotateSpeed, ZoomSpeed, TranslateSpeed);
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newAnimator->cloneMembers(this);
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return newAnimator;
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}
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void CSceneNodeAnimatorCameraMaya::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNodeAnimator::serializeAttributes(out, options);
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out->addFloat("TargetMinDistance", TargetMinDistance);
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out->addFloat("ZoomSpeed", ZoomSpeed);
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out->addFloat("RotateSpeed", RotateSpeed);
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out->addFloat("TranslateSpeed", TranslateSpeed);
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out->addFloat("CurrentZoom", CurrentZoom);
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}
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void CSceneNodeAnimatorCameraMaya::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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ISceneNodeAnimator::deserializeAttributes(in, options);
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TargetMinDistance = in->getAttributeAsFloat("TargetMinDistance", TargetMinDistance);
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ZoomSpeed = in->getAttributeAsFloat("ZoomSpeed", ZoomSpeed);
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RotateSpeed = in->getAttributeAsFloat("RotateSpeed", RotateSpeed);
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TranslateSpeed = in->getAttributeAsFloat("TranslateSpeed", TranslateSpeed);
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CurrentZoom = in->getAttributeAsFloat("CurrentZoom", CurrentZoom);
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}
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} // end namespace
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} // end namespace
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