source: flair-src/trunk/lib/FlairSimulator/src/AnimPoursuite.cpp@ 10

Last change on this file since 10 was 10, checked in by Sanahuja Guillaume, 8 years ago

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File size: 3.3 KB
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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
31{
32namespace simulator
33{
34
35AnimPoursuite::AnimPoursuite(const ISceneNode* parent,float rotateSpeed , float zoomSpeed )
36{
37 this->parent=parent;
38 this->zoomSpeed=zoomSpeed;
39 this->rotateSpeed=rotateSpeed;
40 currentZoom=100;
41 RotY=20;
42 RotZ=0;
43 Rotating=false;
44 LMouseKey= false;
45}
46
47AnimPoursuite::~AnimPoursuite()
48{
49
50}
51
52void AnimPoursuite::setPositionOffset(vector3df newpos)
53{
54 pos_offset=newpos;
55}
56
57void AnimPoursuite::setTargetOffset(vector3df newpos)
58{
59 target_offset=newpos;
60}
61
62float AnimPoursuite::sat(float value)
63{
64 if(value>89) value=89;
65 if(value<-89) value=-89;
66 return value;
67}
68
69void AnimPoursuite::animateNode(ISceneNode* node, u32 timeMs)
70{
71 ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
72 vector3df pos;
73
74 float nRotY = RotY;
75 float nRotZ = RotZ;
76
77 if (LMouseKey==true)
78 {
79 if (!Rotating)
80 {
81 RotateStart = MousePos;
82 Rotating = true;
83 nRotY = RotY;
84 nRotZ = RotZ;
85 }
86 else
87 {
88 nRotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
89 nRotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
90 nRotY=sat(nRotY);
91 }
92 }
93 else if (Rotating)
94 {
95 RotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
96 RotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
97 RotY=sat(RotY);
98 nRotY = RotY;
99 nRotZ = RotZ;
100 Rotating = false;
101 }
102
103 pos.X = -currentZoom;
104 pos.Y=0;
105 pos.Z=0;
106
107 pos.rotateXZBy(-nRotY);
108 pos.rotateXYBy(getSimulator()->Yaw()+nRotZ+parent->getRotation().Z);
109
110 camera->setPosition(parent->getPosition()+pos+pos_offset);
111 camera->setTarget(parent->getPosition()+target_offset);
112}
113
114ISceneNodeAnimator* AnimPoursuite::createClone(ISceneNode* node,
115 ISceneManager* newManager)
116{
117 return NULL;
118}
119
120bool AnimPoursuite::MouseMoved(const SEvent& event,irr::core::position2df MousePos)
121{
122 if (event.EventType != EET_MOUSE_INPUT_EVENT)
123 return false;
124
125 switch(event.MouseInput.Event)
126 {
127
128 case EMIE_MOUSE_WHEEL:
129 currentZoom -= event.MouseInput.Wheel * zoomSpeed;
130 if(currentZoom<=0) currentZoom=zoomSpeed;
131 break;
132 case EMIE_LMOUSE_PRESSED_DOWN:
133 LMouseKey = true;
134 break;
135 case EMIE_LMOUSE_LEFT_UP:
136 LMouseKey= false;
137 break;
138 case EMIE_MOUSE_MOVED:
139 this->MousePos = MousePos;
140 break;
141 default:
142 return false;
143 break;
144 }
145
146 return true;
147}
148
149} // end namespace simulator
150} // end namespace flair
151
152#endif //GL
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