source: flair-src/trunk/lib/FlairSimulator/src/FixedCamera.cpp@ 77

Last change on this file since 77 was 70, checked in by Sanahuja Guillaume, 8 years ago

simu cameras

File size: 2.3 KB
RevLine 
[69]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: 2016/09/01
6// filename: FixedCamera.cpp
7//
8// author: Guillaume Sanahuja
9// Copyright Heudiasyc UMR UTC/CNRS 7253
10//
11// version: $Id: $
12//
13// purpose: class for a fixed camera in the gui
14//
15/*********************************************************************/
16#ifdef GL
17
18#include "FixedCamera.h"
19#include "Simulator.h"
20#include "Model.h"
21#include "Model_impl.h"
22#include "Gui.h"
23#include <ICursorControl.h>
24#include <ICameraSceneNode.h>
25#include <IrrlichtDevice.h>
26#include <ISceneManager.h>
[70]27#include <Euler.h>
[69]28
29using namespace irr;
30using namespace gui;
31using namespace core;
32using namespace scene;
33
34namespace flair {
35namespace simulator {
36
[70]37FixedCamera::FixedCamera(std::string name,core::Vector3D position,float inRotateSpeed,float inZoomSpeed):VisualizationCamera(name) {
38 RotY = -90;
[69]39 RotZ = 0;
40 Rotating = false;
[70]41 rotateSpeed=inRotateSpeed;
42 zoomSpeed=inZoomSpeed;
43 camera->setPosition(vector3df(ToIrrlichtCoordinates(position)));
44 fov=camera->getFOV();
[69]45}
46
47FixedCamera::~FixedCamera() {}
48
[70]49float FixedCamera::sat(float value) {
50 if (value >= -1)
51 value = -1;
52 if (value <= -179)
53 value = -179;
54 return value;
55}
56
[69]57void FixedCamera::animateNode(ISceneNode *node, u32 timeMs) {
58 ICameraSceneNode *camera = static_cast<ICameraSceneNode *>(node);
59
60 float nRotY = RotY;
61 float nRotZ = RotZ;
62
63 if (LMouseKey == true) {
64 if (!Rotating) {
65 RotateStart = MousePos;
66 Rotating = true;
67 nRotY = RotY;
68 nRotZ = RotZ;
69 } else {
70 nRotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
71 nRotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
[70]72 nRotY = sat(nRotY);
[69]73 }
74 } else if (Rotating) {
75 RotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
76 RotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
[70]77 RotY = sat(RotY);
[69]78 nRotY = RotY;
79 nRotZ = RotZ;
80 Rotating = false;
81 }
82
[70]83 float newFov=fov+currentZoom*zoomSpeed;
84 if(newFov>fov) {
85 newFov=fov;
86 currentZoom=0;
87 }
88 if(newFov<0) {
89 newFov=zoomSpeed;
90 currentZoom=1-fov/zoomSpeed;
91 }
92
[69]93 camera->setRotation(vector3df(0,nRotY,nRotZ));
94 camera->bindTargetAndRotation(true);
[70]95 camera->setFOV(newFov);
[69]96}
97
98
99} // end namespace simulator
100} // end namespace flair
101
102#endif // GL
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