[69] | 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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[70] | 27 | #include <Euler.h>
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[69] | 28 |
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| 29 | using namespace irr;
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| 30 | using namespace gui;
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| 31 | using namespace core;
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| 32 | using namespace scene;
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| 33 |
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| 34 | namespace flair {
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| 35 | namespace simulator {
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| 36 |
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[87] | 37 | FixedCamera::FixedCamera(std::string name,core::Vector3D position,core::Vector3D lookat,float inRotateSpeed,float inZoomSpeed):VisualizationCamera(name) {
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[69] | 38 | Rotating = false;
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[70] | 39 | rotateSpeed=inRotateSpeed;
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| 40 | zoomSpeed=inZoomSpeed;
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[87] | 41 |
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| 42 | camera->bindTargetAndRotation(true);
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[70] | 43 | camera->setPosition(vector3df(ToIrrlichtCoordinates(position)));
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[87] | 44 | camera->setTarget(vector3df(ToIrrlichtCoordinates(lookat)));
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[107] | 45 | target=vector3df(ToIrrlichtCoordinates(lookat));
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[87] | 46 | init=false;
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| 47 | rotation=camera->getRotation();
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| 48 | printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
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[70] | 49 | fov=camera->getFOV();
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[69] | 50 | }
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| 51 |
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| 52 | FixedCamera::~FixedCamera() {}
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| 53 |
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[70] | 54 | float FixedCamera::sat(float value) {
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| 55 | if (value >= -1)
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| 56 | value = -1;
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| 57 | if (value <= -179)
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| 58 | value = -179;
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| 59 | return value;
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| 60 | }
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| 61 |
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[69] | 62 | void FixedCamera::animateNode(ISceneNode *node, u32 timeMs) {
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| 63 | ICameraSceneNode *camera = static_cast<ICameraSceneNode *>(node);
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[87] | 64 | vector3df newRotation=rotation;
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[107] | 65 | vector3df newTarget=target;
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[69] | 66 |
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[87] | 67 | if(init==false) {
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| 68 | rotation=camera->getRotation();
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| 69 | printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
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| 70 | init=true;
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| 71 | }
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| 72 | float nRotY = 0;//rotation.Y;
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| 73 | float nRotZ = rotation.Z;
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[69] | 74 |
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| 75 | if (LMouseKey == true) {
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| 76 | if (!Rotating) {
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| 77 | RotateStart = MousePos;
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| 78 | Rotating = true;
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[87] | 79 | //nRotY = rotation.Y;
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[107] | 80 | //nRotZ =0;// rotation.Z;
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[69] | 81 | } else {
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[87] | 82 | nRotY = (RotateStart.Y - MousePos.Y) * rotateSpeed;
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[107] | 83 | nRotZ = (RotateStart.X - MousePos.X) * rotateSpeed;
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[87] | 84 | newRotation.rotateXZBy(-nRotY);
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| 85 | //nRotY = sat(nRotY);
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[107] | 86 |
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| 87 | //newTarget.rotateXZBy(-nRotY,camera->getPosition());
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| 88 | newTarget.rotateXYBy( nRotZ,camera->getPosition());
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| 89 | camera->setTarget(newTarget);
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[69] | 90 | }
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| 91 | } else if (Rotating) {
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[87] | 92 | //rotation.Y += (RotateStart.Y - MousePos.Y) * rotateSpeed;
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| 93 | //rotation.Z += (RotateStart.X - MousePos.X) * rotateSpeed;
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| 94 | //rotation.Y = sat(rotation.Y);
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| 95 | //nRotY = rotation.Y;
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[107] | 96 | //nRotZ = rotation.Z;
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[69] | 97 | Rotating = false;
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[107] | 98 | target=camera->getTarget();
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| 99 | rotation=camera->getRotation();
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| 100 | printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
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[69] | 101 | }
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| 102 |
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[70] | 103 | float newFov=fov+currentZoom*zoomSpeed;
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| 104 | if(newFov>fov) {
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| 105 | newFov=fov;
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| 106 | currentZoom=0;
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| 107 | }
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| 108 | if(newFov<0) {
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| 109 | newFov=zoomSpeed;
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| 110 | currentZoom=1-fov/zoomSpeed;
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| 111 | }
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| 112 |
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[107] | 113 | //newTarget.rotateXZBy(-nRotY,camera->getPosition());
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| 114 | // newTarget.rotateXYBy( nRotZ,camera->getPosition());
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[87] | 115 |
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| 116 | //camera->setRotation(vector3df(rotation.X,-180-nRotY,nRotZ));
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| 117 | //camera->setRotation(vector3df(rotation.X,nRotY,0));
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| 118 | //camera->bindTargetAndRotation(true);
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[107] | 119 | // camera->setRotation(rotation);
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| 120 | // camera->setTarget(newTarget);
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[87] | 121 | //rotation=camera->getRotation();
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| 122 | //printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
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| 123 |
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[70] | 124 | camera->setFOV(newFov);
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[69] | 125 | }
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| 126 |
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| 127 |
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| 128 | } // end namespace simulator
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| 129 | } // end namespace flair
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| 130 |
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| 131 | #endif // GL
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