1 | // %flair:license{
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2 | // This file is part of the Flair framework distributed under the
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3 | // CECILL-C License, Version 1.0.
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4 | // %flair:license}
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5 | // created: 2013/04/15
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6 | // filename: Man.cpp
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7 | //
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8 | // author: Guillaume Sanahuja
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9 | // Copyright Heudiasyc UMR UTC/CNRS 7253
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10 | //
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11 | // version: $Id: $
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12 | //
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13 | // purpose: classe chargeant un personnage
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14 | //
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15 | /*********************************************************************/
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16 | #ifdef GL
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17 |
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18 | #include "Man.h"
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19 | #include "Gui.h"
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20 | #include "Simulator.h"
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21 | #include "Simulator_impl.h"
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22 | #include "Euler.h"
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23 | #include <ISceneManager.h>
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24 | #include <IAnimatedMeshSceneNode.h>
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25 | #include <Tab.h>
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26 | #include <DoubleSpinBox.h>
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27 | #include "AnimPoursuite.h"
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28 |
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29 | using namespace irr;
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30 | using namespace irr::core;
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31 | using namespace irr::scene;
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32 | using namespace irr::video;
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33 | using namespace flair::core;
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34 | using namespace flair::gui;
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35 |
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36 | namespace flair {
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37 | namespace simulator {
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38 |
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39 | Man::Man(const Simulator *parent, std::string name) : Model(parent, name) {
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40 | node = getGui()->getSceneManager()->addAnimatedMeshSceneNode(
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41 | getGui()->getMesh("ninja.b3d"), getSceneNode(), -1, vector3df(0, 0, 0),
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42 | vector3df(90, 0, 90), vector3df(10, 10, 10));
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43 |
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44 | node->setFrameLoop(0, 13);
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45 | node->setAnimationSpeed(0);
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46 | node->getMaterial(0).NormalizeNormals = true;
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47 | node->getMaterial(0).Lighting = false;
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48 |
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49 | getCamera()->setPositionOffset(vector3df(0, 0, 100));
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50 | getCamera()->setTargetOffset(vector3df(0, 0, 100));
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51 |
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52 | setTriangleSelector(
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53 | getGui()->getSceneManager()->createTriangleSelector(node));
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54 | Box()->addInternalBox(node->getTransformedBoundingBox());
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55 |
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56 | Tab *setup_tab = new Tab(GetTabWidget(), "model");
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57 | t_speed = new DoubleSpinBox(setup_tab->NewRow(), "translational speed (m/s):",
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58 | 0, 5, 0.1);
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59 | r_speed = new DoubleSpinBox(setup_tab->NewRow(), "rotational speed (deg/s):",
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60 | 0, 180, 10);
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61 | }
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62 |
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63 | Man::~Man() {}
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64 |
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65 | void Man::CalcModel(void) {
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66 | // compute quaternion from W
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67 | // Quaternion derivative: dQ = 0.5*(Q*Qw)
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68 | Quaternion dQ = state[-1].Quat.GetDerivative(state[0].W);
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69 |
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70 | // Quaternion integration
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71 | state[0].Quat = state[-1].Quat + dQ * dT();
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72 | state[0].Quat.Normalize();
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73 |
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74 | Vector3D dir = state[0].Vel;
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75 | dir.Rotate(state[0].Quat);
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76 | state[0].Pos = state[-1].Pos + dT() * dir;
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77 | }
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78 |
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79 | bool Man::OnEvent(const SEvent &event) {
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80 | if (event.EventType != EET_KEY_INPUT_EVENT)
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81 | return false;
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82 |
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83 | if (event.KeyInput.PressedDown == false) {
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84 | state[0].Vel.x = 0;
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85 | state[0].W.z = 0;
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86 | node->setAnimationSpeed(0);
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87 | } else {
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88 | switch (event.KeyInput.Key) {
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89 | case KEY_UP:
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90 | state[0].Vel.x = t_speed->Value();
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91 | node->setAnimationSpeed(t_speed->Value() * 10.f);
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92 | break;
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93 | case KEY_DOWN:
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94 | state[0].Vel.x = -t_speed->Value();
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95 | node->setAnimationSpeed(-t_speed->Value() * 10.f);
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96 | break;
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97 | case KEY_LEFT:
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98 | state[0].W.z = -Euler::ToRadian(r_speed->Value());
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99 | node->setAnimationSpeed(r_speed->Value() * .15f);
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100 | break;
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101 | case KEY_RIGHT:
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102 | state[0].W.z = Euler::ToRadian(r_speed->Value());
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103 | node->setAnimationSpeed(-r_speed->Value() * .15f);
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104 | break;
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105 | default:
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106 | return false;
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107 | break;
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108 | }
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109 | }
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110 |
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111 | return true;
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112 | }
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113 |
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114 | size_t Man::dbtSize(void) const { return 6 * sizeof(float); }
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115 |
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116 | void Man::WritedbtBuf(char *dbtbuf) { /*
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117 | float *buf=(float*)dbtbuf;
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118 | vector3df vect=node->getPosition();
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119 | memcpy(buf,&vect.X,sizeof(float));
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120 | buf++;
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121 | memcpy(buf,&vect.Y,sizeof(float));
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122 | buf++;
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123 | memcpy(buf,&vect.Z,sizeof(float));
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124 | buf++;
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125 | vect=node->getRotation();
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126 | memcpy(buf,&vect.X,sizeof(float));
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127 | buf++;
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128 | memcpy(buf,&vect.Y,sizeof(float));
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129 | buf++;
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130 | memcpy(buf,&vect.Z,sizeof(float));
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131 | buf++;*/
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132 | }
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133 |
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134 | void Man::ReaddbtBuf(char *dbtbuf) { /*
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135 | float *buf=(float*)dbtbuf;
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136 | vector3df vect;
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137 | memcpy(&vect.X,buf,sizeof(float));
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138 | buf++;
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139 | memcpy(&vect.Y,buf,sizeof(float));
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140 | buf++;
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141 | memcpy(&vect.Z,buf,sizeof(float));
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142 | buf++;
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143 | node->setPosition(vect);
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144 | memcpy(&vect.X,buf,sizeof(float));
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145 | buf++;
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146 | memcpy(&vect.Y,buf,sizeof(float));
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147 | buf++;
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148 | memcpy(&vect.Z,buf,sizeof(float));
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149 | buf++;
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150 | node->setRotation(vect);
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151 | node->setAnimationSpeed(2.f);*/
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152 | }
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153 |
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154 | } // end namespace simulator
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155 | } // end namespace flair
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156 | #endif // GL
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