[8] | 1 | // created: 2012/08/21
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| 2 | // filename: AnimPoursuite.cpp
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| 3 | //
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| 4 | // author: Guillaume Sanahuja
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| 5 | // Copyright Heudiasyc UMR UTC/CNRS 7253
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| 6 | //
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| 7 | // version: $Id: $
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| 8 | //
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| 9 | // purpose: classe definissant une animation poursuite pour camera
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| 10 | //
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| 11 | /*********************************************************************/
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| 12 | #ifdef GL
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| 13 |
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| 14 | #include "AnimPoursuite.h"
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| 15 | #include "Simulator.h"
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| 16 | #include "Model.h"
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| 17 | #include "Model_impl.h"
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| 18 | #include <ICursorControl.h>
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| 19 | #include <ICameraSceneNode.h>
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| 20 |
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| 21 | using namespace irr;
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| 22 | using namespace gui;
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| 23 | using namespace core;
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| 24 | using namespace scene;
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| 25 |
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| 26 | namespace flair
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| 27 | {
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| 28 | namespace simulator
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| 29 | {
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| 30 |
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| 31 | AnimPoursuite::AnimPoursuite(const ISceneNode* parent,float rotateSpeed , float zoomSpeed )
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| 32 | {
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| 33 | this->parent=parent;
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| 34 | this->zoomSpeed=zoomSpeed;
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| 35 | this->rotateSpeed=rotateSpeed;
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| 36 | currentZoom=100;
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| 37 | RotY=20;
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| 38 | RotZ=0;
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| 39 | Rotating=false;
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| 40 | LMouseKey= false;
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| 41 | }
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| 42 |
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| 43 | AnimPoursuite::~AnimPoursuite()
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| 44 | {
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| 45 |
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| 46 | }
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| 47 |
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| 48 | void AnimPoursuite::setPositionOffset(vector3df newpos)
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| 49 | {
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| 50 | pos_offset=newpos;
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| 51 | }
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| 52 |
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| 53 | void AnimPoursuite::setTargetOffset(vector3df newpos)
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| 54 | {
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| 55 | target_offset=newpos;
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| 56 | }
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| 57 |
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| 58 | float AnimPoursuite::sat(float value)
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| 59 | {
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| 60 | if(value>89) value=89;
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| 61 | if(value<-89) value=-89;
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| 62 | return value;
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| 63 | }
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| 64 |
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| 65 | void AnimPoursuite::animateNode(ISceneNode* node, u32 timeMs)
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| 66 | {
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| 67 | ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
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| 68 | vector3df pos;
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| 69 |
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| 70 | float nRotY = RotY;
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| 71 | float nRotZ = RotZ;
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| 72 |
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| 73 | if (LMouseKey==true)
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| 74 | {
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| 75 | if (!Rotating)
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| 76 | {
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| 77 | RotateStart = MousePos;
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| 78 | Rotating = true;
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| 79 | nRotY = RotY;
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| 80 | nRotZ = RotZ;
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| 81 | }
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| 82 | else
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| 83 | {
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| 84 | nRotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
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| 85 | nRotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
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| 86 | nRotY=sat(nRotY);
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| 87 | }
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| 88 | }
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| 89 | else if (Rotating)
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| 90 | {
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| 91 | RotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
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| 92 | RotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
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| 93 | RotY=sat(RotY);
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| 94 | nRotY = RotY;
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| 95 | nRotZ = RotZ;
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| 96 | Rotating = false;
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| 97 | }
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| 98 |
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| 99 | pos.X = -currentZoom;
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| 100 | pos.Y=0;
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| 101 | pos.Z=0;
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| 102 |
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| 103 | pos.rotateXZBy(-nRotY);
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| 104 | pos.rotateXYBy(getSimulator()->Yaw()+nRotZ+parent->getRotation().Z);
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| 105 |
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| 106 | camera->setPosition(parent->getPosition()+pos+pos_offset);
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| 107 | camera->setTarget(parent->getPosition()+target_offset);
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| 108 | }
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| 109 |
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| 110 | ISceneNodeAnimator* AnimPoursuite::createClone(ISceneNode* node,
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| 111 | ISceneManager* newManager)
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| 112 | {
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| 113 | return NULL;
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| 114 | }
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| 115 |
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| 116 | bool AnimPoursuite::MouseMoved(const SEvent& event,irr::core::position2df MousePos)
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| 117 | {
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| 118 | if (event.EventType != EET_MOUSE_INPUT_EVENT)
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| 119 | return false;
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| 120 |
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| 121 | switch(event.MouseInput.Event)
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| 122 | {
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| 123 |
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| 124 | case EMIE_MOUSE_WHEEL:
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| 125 | currentZoom -= event.MouseInput.Wheel * zoomSpeed;
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| 126 | if(currentZoom<=0) currentZoom=zoomSpeed;
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| 127 | break;
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| 128 | case EMIE_LMOUSE_PRESSED_DOWN:
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| 129 | LMouseKey = true;
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| 130 | break;
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| 131 | case EMIE_LMOUSE_LEFT_UP:
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| 132 | LMouseKey= false;
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| 133 | break;
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| 134 | case EMIE_MOUSE_MOVED:
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| 135 | this->MousePos = MousePos;
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| 136 | break;
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| 137 | default:
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| 138 | return false;
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| 139 | break;
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| 140 | }
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| 141 |
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| 142 | return true;
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| 143 | }
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| 144 |
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| 145 | } // end namespace simulator
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| 146 | } // end namespace flair
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| 147 |
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| 148 | #endif //GL
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