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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27 | #include <Euler.h>
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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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37 | FixedCamera::FixedCamera(std::string name,core::Vector3D position,core::Vector3D lookat,float inRotateSpeed,float inZoomSpeed):VisualizationCamera(name) {
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38 | Rotating = false;
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39 | rotateSpeed=inRotateSpeed;
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40 | zoomSpeed=inZoomSpeed;
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41 |
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42 | camera->bindTargetAndRotation(true);
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43 | camera->setPosition(vector3df(ToIrrlichtCoordinates(position)));
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44 | camera->setTarget(vector3df(ToIrrlichtCoordinates(lookat)));
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45 | init=false;
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46 | rotation=camera->getRotation();
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47 | printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
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48 | fov=camera->getFOV();
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49 | }
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50 |
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51 | FixedCamera::~FixedCamera() {}
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52 |
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53 | float FixedCamera::sat(float value) {
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54 | if (value >= -1)
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55 | value = -1;
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56 | if (value <= -179)
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57 | value = -179;
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58 | return value;
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59 | }
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60 |
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61 | void FixedCamera::animateNode(ISceneNode *node, u32 timeMs) {
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62 | ICameraSceneNode *camera = static_cast<ICameraSceneNode *>(node);
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63 | vector3df newRotation=rotation;
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64 |
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65 | if(init==false) {
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66 | rotation=camera->getRotation();
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67 | printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
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68 | init=true;
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69 | }
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70 | float nRotY = 0;//rotation.Y;
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71 | float nRotZ = rotation.Z;
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72 |
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73 | if (LMouseKey == true) {
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74 | if (!Rotating) {
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75 | RotateStart = MousePos;
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76 | Rotating = true;
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77 | //nRotY = rotation.Y;
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78 | nRotZ = rotation.Z;
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79 | } else {
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80 | nRotY = (RotateStart.Y - MousePos.Y) * rotateSpeed;
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81 | nRotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
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82 | newRotation.rotateXZBy(-nRotY);
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83 | //nRotY = sat(nRotY);
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84 | }
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85 | } else if (Rotating) {
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86 | //rotation.Y += (RotateStart.Y - MousePos.Y) * rotateSpeed;
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87 | //rotation.Z += (RotateStart.X - MousePos.X) * rotateSpeed;
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88 | //rotation.Y = sat(rotation.Y);
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89 | //nRotY = rotation.Y;
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90 | nRotZ = rotation.Z;
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91 | Rotating = false;
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92 | }
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93 |
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94 | float newFov=fov+currentZoom*zoomSpeed;
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95 | if(newFov>fov) {
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96 | newFov=fov;
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97 | currentZoom=0;
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98 | }
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99 | if(newFov<0) {
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100 | newFov=zoomSpeed;
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101 | currentZoom=1-fov/zoomSpeed;
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102 | }
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103 |
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104 |
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105 |
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106 | //camera->setRotation(vector3df(rotation.X,-180-nRotY,nRotZ));
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107 | //camera->setRotation(vector3df(rotation.X,nRotY,0));
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108 | //camera->bindTargetAndRotation(true);
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109 | camera->setRotation(rotation);
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110 | //camera->setTarget(vector3df(ToIrrlichtCoordinates(core::Vector3D(0,0,-2))));
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111 | //rotation=camera->getRotation();
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112 | //printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
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113 |
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114 | camera->setFOV(newFov);
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115 | }
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116 |
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117 |
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118 | } // end namespace simulator
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119 | } // end namespace flair
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120 |
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121 | #endif // GL
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