[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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[167] | 37 | FixedCamera::FixedCamera(std::string name,core::Vector3Df position,core::Vector3Df 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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[120] | 45 |
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[70] | 46 | fov=camera->getFOV();
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[69] | 47 | }
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| 48 |
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| 49 | FixedCamera::~FixedCamera() {}
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| 50 |
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| 51 | void FixedCamera::animateNode(ISceneNode *node, u32 timeMs) {
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| 52 | ICameraSceneNode *camera = static_cast<ICameraSceneNode *>(node);
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| 53 |
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| 54 | if (LMouseKey == true) {
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| 55 | if (!Rotating) {
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| 56 | RotateStart = MousePos;
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| 57 | Rotating = true;
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[120] | 58 | target = (camera->getTarget() - camera->getAbsolutePosition());
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[69] | 59 | } else {
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[120] | 60 | float nRotY = (RotateStart.Y - MousePos.Y) * rotateSpeed;
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| 61 | float nRotZ = -(RotateStart.X - MousePos.X) * rotateSpeed;
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[107] | 62 |
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[120] | 63 | //normal between target and up vector
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[167] | 64 | cameraAxeY=target.crossProduct(vector3df(0,0,1));
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[120] | 65 | cameraAxeY.normalize();
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| 66 |
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| 67 | //rotation around z axis
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| 68 | irr::core::quaternion q1(target.X,target.Y,target.Z,0);
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| 69 | irr::core::quaternion q2;
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| 70 | q2.fromAngleAxis(nRotZ,vector3df(0,0,1));
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| 71 | irr::core::quaternion q3=q2*q1;
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| 72 | q2.makeInverse();
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| 73 | q3=q3*q2;
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| 74 |
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| 75 | //rotation around cameraAxeY
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| 76 | q1.set(q3.X,q3.Y,q3.Z,0);
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| 77 | q2.fromAngleAxis(nRotY,cameraAxeY);
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| 78 | q3=q2*q1;
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| 79 | q2.makeInverse();
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| 80 | q3=q3*q2;
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| 81 |
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| 82 | //check angle
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[167] | 83 | vector3df newTarget(q3.X,q3.Y,q3.Z);
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| 84 | float angle=acos(newTarget.dotProduct(vector3df(0,0,1))/newTarget.getLength());
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| 85 | vector3df cross = newTarget.crossProduct(vector3df(0,0,1));
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[120] | 86 | if (cross.dotProduct(cameraAxeY) > 0) {
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| 87 | newTarget += camera->getAbsolutePosition();
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| 88 | camera->setTarget(newTarget);
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| 89 | }
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[69] | 90 | }
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| 91 | } else if (Rotating) {
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| 92 | Rotating = false;
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| 93 | }
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| 94 |
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[120] | 95 | //handle zoom
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[70] | 96 | float newFov=fov+currentZoom*zoomSpeed;
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| 97 | if(newFov>fov) {
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| 98 | newFov=fov;
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| 99 | currentZoom=0;
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| 100 | }
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| 101 | if(newFov<0) {
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| 102 | newFov=zoomSpeed;
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| 103 | currentZoom=1-fov/zoomSpeed;
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| 104 | }
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| 105 | camera->setFOV(newFov);
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[69] | 106 | }
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| 107 |
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| 108 |
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| 109 | } // end namespace simulator
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| 110 | } // end namespace flair
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| 111 |
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| 112 | #endif // GL
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