mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 02:00:30 +01:00
6f7578b374
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6143 dfc29bdd-3216-0410-991c-e03cc46cb475
420 lines
11 KiB
C++
420 lines
11 KiB
C++
// 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 "CSceneNodeAnimatorCameraFPS.h"
|
|
#include "IVideoDriver.h"
|
|
#include "ISceneManager.h"
|
|
#include "Keycodes.h"
|
|
#include "ICursorControl.h"
|
|
#include "ICameraSceneNode.h"
|
|
#include "ISceneNodeAnimatorCollisionResponse.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
//! constructor
|
|
CSceneNodeAnimatorCameraFPS::CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl,
|
|
f32 rotateSpeed, f32 moveSpeed, f32 jumpSpeed,
|
|
SKeyMap* keyMapArray, u32 keyMapSize, bool noVerticalMovement, bool invertY, float rotateSpeedKeyboard)
|
|
: CursorControl(cursorControl),
|
|
// On X11 we get events even when mouse is not inside the Irrlicht window, on Windows we don't.
|
|
// It might be possible to add grabbing on Windows as well in which case this has to be somewhat changed.
|
|
// TODO: I don't know about OSX, but in theory it should be like old Irrlicht 1.8 behavior whatever that was there.
|
|
#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
|
|
GrabMouse(false),
|
|
#else
|
|
GrabMouse(true),
|
|
#endif
|
|
MaxVerticalAngle(88.0f), NoVerticalMovement(noVerticalMovement),
|
|
MoveSpeed(moveSpeed),
|
|
RotateSpeedKeyboard(rotateSpeedKeyboard), RotateSpeed(rotateSpeed),
|
|
JumpSpeed(jumpSpeed),
|
|
MouseYDirection(invertY ? -1.0f : 1.0f),
|
|
LastAnimationTime(0), HadMouseEvent(false), firstUpdate(true), firstInput(true)
|
|
{
|
|
#ifdef _DEBUG
|
|
setDebugName("CCameraSceneNodeAnimatorFPS");
|
|
#endif
|
|
|
|
if (CursorControl)
|
|
CursorControl->grab();
|
|
|
|
allKeysUp();
|
|
|
|
// create key map
|
|
if (!keyMapArray || !keyMapSize)
|
|
{
|
|
// create default key map
|
|
KeyMap.push_back(SKeyMap(EKA_MOVE_FORWARD, irr::KEY_UP));
|
|
KeyMap.push_back(SKeyMap(EKA_MOVE_BACKWARD, irr::KEY_DOWN));
|
|
KeyMap.push_back(SKeyMap(EKA_STRAFE_LEFT, irr::KEY_LEFT));
|
|
KeyMap.push_back(SKeyMap(EKA_STRAFE_RIGHT, irr::KEY_RIGHT));
|
|
KeyMap.push_back(SKeyMap(EKA_JUMP_UP, irr::KEY_KEY_J));
|
|
}
|
|
else
|
|
{
|
|
// create custom key map
|
|
setKeyMap(keyMapArray, keyMapSize);
|
|
}
|
|
}
|
|
|
|
|
|
//! destructor
|
|
CSceneNodeAnimatorCameraFPS::~CSceneNodeAnimatorCameraFPS()
|
|
{
|
|
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::addFPSCameraSceneNode, may want to get this input
|
|
//! for changing their position, look at target or whatever.
|
|
bool CSceneNodeAnimatorCameraFPS::OnEvent(const SEvent& evt)
|
|
{
|
|
switch(evt.EventType)
|
|
{
|
|
case EET_KEY_INPUT_EVENT:
|
|
for (u32 i=0; i<KeyMap.size(); ++i)
|
|
{
|
|
if (KeyMap[i].KeyCode == evt.KeyInput.Key)
|
|
{
|
|
CursorKeys[KeyMap[i].Action] = evt.KeyInput.PressedDown;
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
case EET_MOUSE_INPUT_EVENT:
|
|
HadMouseEvent = true;
|
|
return true;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
|
|
{
|
|
if (!node || node->getType() != ESNT_CAMERA)
|
|
return;
|
|
|
|
ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
|
|
|
|
if (firstUpdate)
|
|
{
|
|
camera->updateAbsolutePosition();
|
|
if (CursorControl )
|
|
{
|
|
CursorControl->setPosition(0.5f, 0.5f);
|
|
CursorPos = CenterCursor = CursorControl->getRelativePosition(false);
|
|
}
|
|
|
|
LastAnimationTime = timeMs;
|
|
|
|
firstUpdate = false;
|
|
}
|
|
|
|
// If the camera isn't the active camera, and receiving input, then don't process it.
|
|
if(!camera->isInputReceiverEnabled())
|
|
{
|
|
firstInput = true;
|
|
return;
|
|
}
|
|
|
|
if ( firstInput )
|
|
{
|
|
allKeysUp();
|
|
firstInput = false;
|
|
}
|
|
|
|
scene::ISceneManager * smgr = camera->getSceneManager();
|
|
if(smgr && smgr->getActiveCamera() != camera)
|
|
return;
|
|
|
|
// get time
|
|
f32 timeDiff = (f32) ( timeMs - LastAnimationTime );
|
|
LastAnimationTime = timeMs;
|
|
|
|
// Update rotation
|
|
core::vector3df target = (camera->getTarget() - camera->getAbsolutePosition());
|
|
core::vector3df relativeRotation = target.getHorizontalAngle();
|
|
|
|
if (CursorControl)
|
|
{
|
|
bool reset = false;
|
|
|
|
if ( HadMouseEvent || GrabMouse)
|
|
CursorPos = CursorControl->getRelativePosition();
|
|
|
|
if (CursorPos != CenterCursor)
|
|
{
|
|
relativeRotation.Y -= (CenterCursor.X - CursorPos.X) * RotateSpeed;
|
|
relativeRotation.X -= (CenterCursor.Y - CursorPos.Y) * RotateSpeed * MouseYDirection;
|
|
|
|
reset = true;
|
|
}
|
|
|
|
if ( GrabMouse && !reset)
|
|
{
|
|
// Special case, mouse is whipped outside of window before it can update.
|
|
video::IVideoDriver* driver = smgr->getVideoDriver();
|
|
core::vector2d<u32> mousepos(u32(CursorPos.X), u32(CursorPos.Y));
|
|
core::rect<u32> screenRect(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height);
|
|
|
|
// Only if we are moving outside quickly.
|
|
reset = !screenRect.isPointInside(mousepos);
|
|
}
|
|
|
|
if(reset)
|
|
{
|
|
CursorControl->setPosition(0.5f, 0.5f);
|
|
CenterCursor = CursorControl->getRelativePosition(false); // often no longer 0.5 due to int/float conversions
|
|
CursorPos = CenterCursor;
|
|
}
|
|
}
|
|
HadMouseEvent = false;
|
|
|
|
// keyboard rotation
|
|
if (CursorKeys[EKA_ROTATE_LEFT])
|
|
relativeRotation.Y -= timeDiff * RotateSpeedKeyboard;
|
|
|
|
if (CursorKeys[EKA_ROTATE_RIGHT])
|
|
relativeRotation.Y += timeDiff * RotateSpeedKeyboard;
|
|
|
|
// X < MaxVerticalAngle or X > 360-MaxVerticalAngle
|
|
|
|
if (relativeRotation.X > MaxVerticalAngle*2 &&
|
|
relativeRotation.X < 360.0f-MaxVerticalAngle)
|
|
{
|
|
relativeRotation.X = 360.0f-MaxVerticalAngle;
|
|
}
|
|
else
|
|
if (relativeRotation.X > MaxVerticalAngle &&
|
|
relativeRotation.X < 360.0f-MaxVerticalAngle)
|
|
{
|
|
relativeRotation.X = MaxVerticalAngle;
|
|
}
|
|
|
|
// set target
|
|
core::vector3df pos = camera->getPosition();
|
|
target.set(0,0, core::max_(1.f, pos.getLength())); // better float precision than (0,0,1) in target-pos calculation in camera
|
|
core::vector3df movedir(target);
|
|
|
|
core::matrix4 mat;
|
|
mat.setRotationDegrees(core::vector3df(relativeRotation.X, relativeRotation.Y, 0));
|
|
mat.transformVect(target);
|
|
|
|
if (NoVerticalMovement)
|
|
{
|
|
mat.setRotationDegrees(core::vector3df(0, relativeRotation.Y, 0));
|
|
mat.transformVect(movedir);
|
|
}
|
|
else
|
|
{
|
|
movedir = target;
|
|
}
|
|
|
|
movedir.normalize();
|
|
|
|
if (CursorKeys[EKA_MOVE_FORWARD])
|
|
pos += movedir * timeDiff * MoveSpeed;
|
|
|
|
if (CursorKeys[EKA_MOVE_BACKWARD])
|
|
pos -= movedir * timeDiff * MoveSpeed;
|
|
|
|
// strafing
|
|
|
|
core::vector3df strafevect(target);
|
|
strafevect = strafevect.crossProduct(camera->getUpVector());
|
|
|
|
if (NoVerticalMovement)
|
|
strafevect.Y = 0.0f;
|
|
|
|
strafevect.normalize();
|
|
|
|
if (CursorKeys[EKA_STRAFE_LEFT])
|
|
pos += strafevect * timeDiff * MoveSpeed;
|
|
|
|
if (CursorKeys[EKA_STRAFE_RIGHT])
|
|
pos -= strafevect * timeDiff * MoveSpeed;
|
|
|
|
// For jumping, we find the collision response animator attached to our camera
|
|
// and if it's not falling, we tell it to jump.
|
|
if (CursorKeys[EKA_JUMP_UP])
|
|
{
|
|
const ISceneNodeAnimatorList& animators = camera->getAnimators();
|
|
ISceneNodeAnimatorList::ConstIterator it = animators.begin();
|
|
while(it != animators.end())
|
|
{
|
|
if(ESNAT_COLLISION_RESPONSE == (*it)->getType())
|
|
{
|
|
ISceneNodeAnimatorCollisionResponse * collisionResponse =
|
|
static_cast<ISceneNodeAnimatorCollisionResponse *>(*it);
|
|
|
|
if(!collisionResponse->isFalling())
|
|
collisionResponse->jump(JumpSpeed);
|
|
}
|
|
|
|
it++;
|
|
}
|
|
}
|
|
|
|
// write translation
|
|
camera->setPosition(pos);
|
|
|
|
// write right target
|
|
target += pos;
|
|
camera->setTarget(target);
|
|
}
|
|
|
|
|
|
void CSceneNodeAnimatorCameraFPS::allKeysUp()
|
|
{
|
|
for (u32 i=0; i<EKA_COUNT; ++i)
|
|
CursorKeys[i] = false;
|
|
}
|
|
|
|
|
|
//! Sets the rotation speed
|
|
void CSceneNodeAnimatorCameraFPS::setRotateSpeed(f32 speed)
|
|
{
|
|
RotateSpeed = speed;
|
|
}
|
|
|
|
|
|
//! Sets the movement speed
|
|
void CSceneNodeAnimatorCameraFPS::setMoveSpeed(f32 speed)
|
|
{
|
|
MoveSpeed = speed;
|
|
}
|
|
|
|
|
|
//! Gets the rotation speed
|
|
f32 CSceneNodeAnimatorCameraFPS::getRotateSpeed() const
|
|
{
|
|
return RotateSpeed;
|
|
}
|
|
|
|
|
|
// Gets the movement speed
|
|
f32 CSceneNodeAnimatorCameraFPS::getMoveSpeed() const
|
|
{
|
|
return MoveSpeed;
|
|
}
|
|
|
|
//! Sets the keyboard mapping for this animator
|
|
void CSceneNodeAnimatorCameraFPS::setKeyMap(SKeyMap *map, u32 count)
|
|
{
|
|
// clear the keymap
|
|
KeyMap.clear();
|
|
|
|
// add actions
|
|
for (u32 i=0; i<count; ++i)
|
|
{
|
|
KeyMap.push_back(map[i]);
|
|
}
|
|
}
|
|
|
|
void CSceneNodeAnimatorCameraFPS::setKeyMap(const core::array<SKeyMap>& keymap)
|
|
{
|
|
KeyMap=keymap;
|
|
}
|
|
|
|
const core::array<SKeyMap>& CSceneNodeAnimatorCameraFPS::getKeyMap() const
|
|
{
|
|
return KeyMap;
|
|
}
|
|
|
|
|
|
//! Sets whether vertical movement should be allowed.
|
|
void CSceneNodeAnimatorCameraFPS::setVerticalMovement(bool allow)
|
|
{
|
|
NoVerticalMovement = !allow;
|
|
}
|
|
|
|
|
|
//! Sets whether the Y axis of the mouse should be inverted.
|
|
void CSceneNodeAnimatorCameraFPS::setInvertMouse(bool invert)
|
|
{
|
|
if (invert)
|
|
MouseYDirection = -1.0f;
|
|
else
|
|
MouseYDirection = 1.0f;
|
|
}
|
|
|
|
|
|
ISceneNodeAnimator* CSceneNodeAnimatorCameraFPS::createClone(ISceneNode* node, ISceneManager* newManager)
|
|
{
|
|
CSceneNodeAnimatorCameraFPS * newAnimator =
|
|
new CSceneNodeAnimatorCameraFPS(CursorControl, RotateSpeed, MoveSpeed, JumpSpeed,
|
|
0, 0, NoVerticalMovement);
|
|
newAnimator->cloneMembers(this);
|
|
newAnimator->setKeyMap(KeyMap);
|
|
return newAnimator;
|
|
}
|
|
|
|
void CSceneNodeAnimatorCameraFPS::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
|
{
|
|
ISceneNodeAnimator::serializeAttributes(out, options);
|
|
|
|
out->addFloat("MaxVerticalAngle", MaxVerticalAngle);
|
|
out->addBool("NoVerticalMovement", NoVerticalMovement);
|
|
out->addFloat("MoveSpeed", MoveSpeed);
|
|
out->addFloat("RotateSpeedKeyboard", RotateSpeedKeyboard);
|
|
out->addFloat("RotateSpeed", RotateSpeed);
|
|
out->addFloat("JumpSpeed", JumpSpeed);
|
|
out->addFloat("MouseYDirection", MouseYDirection);
|
|
|
|
out->addInt("KeyMapSize", (s32)KeyMap.size());
|
|
for ( u32 i=0; i < KeyMap.size(); ++i )
|
|
{
|
|
core::stringc name("Action");
|
|
name += core::stringc(i);
|
|
out->addInt(name.c_str(), (int)KeyMap[i].Action);
|
|
name = core::stringc("KeyCode") + core::stringc(i);
|
|
out->addInt(name.c_str(), (int)KeyMap[i].KeyCode);
|
|
}
|
|
}
|
|
|
|
void CSceneNodeAnimatorCameraFPS::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
|
{
|
|
ISceneNodeAnimator::deserializeAttributes(in, options);
|
|
|
|
MaxVerticalAngle = in->getAttributeAsFloat("MaxVerticalAngle", MaxVerticalAngle);
|
|
NoVerticalMovement = in->getAttributeAsBool("NoVerticalMovement", NoVerticalMovement);
|
|
MoveSpeed = in->getAttributeAsFloat("MoveSpeed", MoveSpeed);
|
|
RotateSpeedKeyboard = in->getAttributeAsFloat("RotateSpeedKeyboard", RotateSpeedKeyboard);
|
|
RotateSpeed = in->getAttributeAsFloat("RotateSpeed", RotateSpeed);
|
|
JumpSpeed = in->getAttributeAsFloat("JumpSpeed", JumpSpeed);
|
|
MouseYDirection = in->getAttributeAsFloat("MouseYDirection", MouseYDirection);
|
|
|
|
if ( in->findAttribute("KeyMapSize") )
|
|
{
|
|
KeyMap.clear();
|
|
s32 keyMapSize = in->getAttributeAsInt("KeyMapSize");
|
|
for ( u32 i=0; i < (u32)keyMapSize; ++i )
|
|
{
|
|
SKeyMap keyMapEntry;
|
|
core::stringc name("Action");
|
|
name += core::stringc(i);
|
|
keyMapEntry.Action = static_cast<EKEY_ACTION>(in->getAttributeAsInt(name.c_str()));
|
|
name = core::stringc("KeyCode") + core::stringc(i);
|
|
keyMapEntry.KeyCode = static_cast<EKEY_CODE>(in->getAttributeAsInt(name.c_str()));
|
|
KeyMap.push_back(keyMapEntry);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
} // namespace scene
|
|
} // namespace irr
|
|
|