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: 2016/09/01
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6 | // filename: FixedCamera.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: class for a fixed camera in the gui
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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 "FixedCamera.h"
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19 | #include "Simulator.h"
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20 | #include "Model.h"
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21 | #include "Model_impl.h"
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22 | #include "Gui.h"
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23 | #include <ICursorControl.h>
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24 | #include <ICameraSceneNode.h>
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25 | #include <IrrlichtDevice.h>
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26 | #include <ISceneManager.h>
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27 | #include <Euler.h>
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28 |
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29 |
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30 | using namespace irr;
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31 | using namespace gui;
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32 | using namespace core;
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33 | using namespace scene;
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34 |
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35 | namespace flair {
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36 | namespace simulator {
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37 |
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38 | FixedCamera::FixedCamera(std::string name,core::Vector3Df position,core::Vector3Df lookat,float inRotateSpeed,float inZoomSpeed):VisualizationCamera(name) {
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39 | Rotating = false;
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40 | rotateSpeed=inRotateSpeed;
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41 | zoomSpeed=inZoomSpeed;
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42 |
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43 | camera->bindTargetAndRotation(true);
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44 | camera->setPosition(vector3df(ToIrrlichtCoordinates(position)));
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45 | camera->setTarget(vector3df(ToIrrlichtCoordinates(lookat)));
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46 |
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47 | fov=camera->getFOV();
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48 | }
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49 |
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50 | FixedCamera::~FixedCamera() {}
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51 |
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52 | void FixedCamera::animateNode(ISceneNode *node, u32 timeMs) {
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53 | ICameraSceneNode *camera = static_cast<ICameraSceneNode *>(node);
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54 |
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55 | if (LMouseKey == true) {
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56 | if (!Rotating) {
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57 | RotateStart = MousePos;
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58 | Rotating = true;
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59 | target = (camera->getTarget() - camera->getAbsolutePosition());
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60 | } else {
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61 | float nRotY = (RotateStart.Y - MousePos.Y) * rotateSpeed;
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62 | float nRotZ = -(RotateStart.X - MousePos.X) * rotateSpeed;
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63 |
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64 | //normal between target and up vector
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65 | cameraAxeY=target.crossProduct(vector3df(0,0,1));
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66 | cameraAxeY.normalize();
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67 |
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68 | //rotation around z axis
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69 | irr::core::quaternion q1(target.X,target.Y,target.Z,0);
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70 | irr::core::quaternion q2;
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71 | q2.fromAngleAxis(nRotZ,vector3df(0,0,1));
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72 | irr::core::quaternion q3=q2*q1;
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73 | q2.makeInverse();
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74 | q3=q3*q2;
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75 |
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76 | //rotation around cameraAxeY
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77 | q1.set(q3.X,q3.Y,q3.Z,0);
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78 | q2.fromAngleAxis(nRotY,cameraAxeY);
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79 | q3=q2*q1;
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80 | q2.makeInverse();
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81 | q3=q3*q2;
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82 |
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83 | //check angle
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84 | vector3df newTarget(q3.X,q3.Y,q3.Z);
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85 | float angle=acos(newTarget.dotProduct(vector3df(0,0,1))/newTarget.getLength());
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86 | vector3df cross = newTarget.crossProduct(vector3df(0,0,1));
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87 | if (cross.dotProduct(cameraAxeY) > 0) {
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88 | newTarget += camera->getAbsolutePosition();
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89 | camera->setTarget(newTarget);
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90 | }
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91 | }
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92 | } else if (Rotating) {
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93 | Rotating = false;
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94 | }
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95 |
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96 | //handle zoom
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97 | float newFov=fov+currentZoom*zoomSpeed;
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98 | if(newFov>fov) {
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99 | newFov=fov;
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100 | currentZoom=0;
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101 | }
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102 | if(newFov<0) {
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103 | newFov=zoomSpeed;
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104 | currentZoom=1-fov/zoomSpeed;
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105 | }
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106 | camera->setFOV(newFov);
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107 | }
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108 |
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109 |
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110 | } // end namespace simulator
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111 | } // end namespace flair
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112 |
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113 | #endif // GL
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