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source: flair-src/trunk/lib/FlairSimulator/src/AnimPoursuite.cpp@ 15

Last change on this file since 15 was 15, checked in by Bayard Gildas, 8 years ago

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1// %flair:license{
2// This file is part of the Flair framework distributed under the
3// CECILL-C License, Version 1.0.
4// %flair:license}
5// created: 2012/08/21
6// filename: AnimPoursuite.cpp
7//
8// author: Guillaume Sanahuja
9// Copyright Heudiasyc UMR UTC/CNRS 7253
10//
11// version: $Id: $
12//
13// purpose: classe definissant une animation poursuite pour camera
14//
15/*********************************************************************/
16#ifdef GL
17
18#include "AnimPoursuite.h"
19#include "Simulator.h"
20#include "Model.h"
21#include "Model_impl.h"
22#include <ICursorControl.h>
23#include <ICameraSceneNode.h>
24
25using namespace irr;
26using namespace gui;
27using namespace core;
28using namespace scene;
29
30namespace flair {
31namespace simulator {
32
33AnimPoursuite::AnimPoursuite(const ISceneNode *parent, float rotateSpeed,
34 float zoomSpeed) {
35 this->parent = parent;
36 this->zoomSpeed = zoomSpeed;
37 this->rotateSpeed = rotateSpeed;
38 currentZoom = 100;
39 RotY = 20;
40 RotZ = 0;
41 Rotating = false;
42 LMouseKey = false;
43}
44
45AnimPoursuite::~AnimPoursuite() {}
46
47void AnimPoursuite::setPositionOffset(vector3df newpos) { pos_offset = newpos; }
48
49void AnimPoursuite::setTargetOffset(vector3df newpos) {
50 target_offset = newpos;
51}
52
53float AnimPoursuite::sat(float value) {
54 if (value > 89)
55 value = 89;
56 if (value < -89)
57 value = -89;
58 return value;
59}
60
61void AnimPoursuite::animateNode(ISceneNode *node, u32 timeMs) {
62 ICameraSceneNode *camera = static_cast<ICameraSceneNode *>(node);
63 vector3df pos;
64
65 float nRotY = RotY;
66 float nRotZ = RotZ;
67
68 if (LMouseKey == true) {
69 if (!Rotating) {
70 RotateStart = MousePos;
71 Rotating = true;
72 nRotY = RotY;
73 nRotZ = RotZ;
74 } else {
75 nRotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
76 nRotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
77 nRotY = sat(nRotY);
78 }
79 } else if (Rotating) {
80 RotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
81 RotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
82 RotY = sat(RotY);
83 nRotY = RotY;
84 nRotZ = RotZ;
85 Rotating = false;
86 }
87
88 pos.X = -currentZoom;
89 pos.Y = 0;
90 pos.Z = 0;
91
92 pos.rotateXZBy(-nRotY);
93 pos.rotateXYBy(getSimulator()->Yaw() + nRotZ + parent->getRotation().Z);
94
95 camera->setPosition(parent->getPosition() + pos + pos_offset);
96 camera->setTarget(parent->getPosition() + target_offset);
97}
98
99ISceneNodeAnimator *AnimPoursuite::createClone(ISceneNode *node,
100 ISceneManager *newManager) {
101 return NULL;
102}
103
104bool AnimPoursuite::MouseMoved(const SEvent &event,
105 irr::core::position2df MousePos) {
106 if (event.EventType != EET_MOUSE_INPUT_EVENT)
107 return false;
108
109 switch (event.MouseInput.Event) {
110
111 case EMIE_MOUSE_WHEEL:
112 currentZoom -= event.MouseInput.Wheel * zoomSpeed;
113 if (currentZoom <= 0)
114 currentZoom = zoomSpeed;
115 break;
116 case EMIE_LMOUSE_PRESSED_DOWN:
117 LMouseKey = true;
118 break;
119 case EMIE_LMOUSE_LEFT_UP:
120 LMouseKey = false;
121 break;
122 case EMIE_MOUSE_MOVED:
123 this->MousePos = MousePos;
124 break;
125 default:
126 return false;
127 break;
128 }
129
130 return true;
131}
132
133} // end namespace simulator
134} // end namespace flair
135
136#endif // GL
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