source: flair-src/trunk/lib/FlairSimulator/src/FixedCamera.cpp@ 105

Last change on this file since 105 was 87, checked in by Sanahuja Guillaume, 8 years ago

camera

File size: 3.1 KB
Line 
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>
27#include <Euler.h>
28
29using namespace irr;
30using namespace gui;
31using namespace core;
32using namespace scene;
33
34namespace flair {
35namespace simulator {
36
37FixedCamera::FixedCamera(std::string name,core::Vector3D position,core::Vector3D lookat,float inRotateSpeed,float inZoomSpeed):VisualizationCamera(name) {
38 Rotating = false;
39 rotateSpeed=inRotateSpeed;
40 zoomSpeed=inZoomSpeed;
41
42 camera->bindTargetAndRotation(true);
43 camera->setPosition(vector3df(ToIrrlichtCoordinates(position)));
44 camera->setTarget(vector3df(ToIrrlichtCoordinates(lookat)));
45 init=false;
46 rotation=camera->getRotation();
47 printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
48 fov=camera->getFOV();
49}
50
51FixedCamera::~FixedCamera() {}
52
53float FixedCamera::sat(float value) {
54 if (value >= -1)
55 value = -1;
56 if (value <= -179)
57 value = -179;
58 return value;
59}
60
61void FixedCamera::animateNode(ISceneNode *node, u32 timeMs) {
62 ICameraSceneNode *camera = static_cast<ICameraSceneNode *>(node);
63 vector3df newRotation=rotation;
64
65if(init==false) {
66 rotation=camera->getRotation();
67 printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
68 init=true;
69}
70 float nRotY = 0;//rotation.Y;
71 float nRotZ = rotation.Z;
72
73 if (LMouseKey == true) {
74 if (!Rotating) {
75 RotateStart = MousePos;
76 Rotating = true;
77 //nRotY = rotation.Y;
78 nRotZ = rotation.Z;
79 } else {
80 nRotY = (RotateStart.Y - MousePos.Y) * rotateSpeed;
81 nRotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
82 newRotation.rotateXZBy(-nRotY);
83 //nRotY = sat(nRotY);
84 }
85 } else if (Rotating) {
86 //rotation.Y += (RotateStart.Y - MousePos.Y) * rotateSpeed;
87 //rotation.Z += (RotateStart.X - MousePos.X) * rotateSpeed;
88 //rotation.Y = sat(rotation.Y);
89 //nRotY = rotation.Y;
90 nRotZ = rotation.Z;
91 Rotating = false;
92 }
93
94 float newFov=fov+currentZoom*zoomSpeed;
95 if(newFov>fov) {
96 newFov=fov;
97 currentZoom=0;
98 }
99 if(newFov<0) {
100 newFov=zoomSpeed;
101 currentZoom=1-fov/zoomSpeed;
102 }
103
104
105
106 //camera->setRotation(vector3df(rotation.X,-180-nRotY,nRotZ));
107 //camera->setRotation(vector3df(rotation.X,nRotY,0));
108 //camera->bindTargetAndRotation(true);
109 camera->setRotation(rotation);
110 //camera->setTarget(vector3df(ToIrrlichtCoordinates(core::Vector3D(0,0,-2))));
111 //rotation=camera->getRotation();
112 //printf("%f %f %f\n",rotation.X,rotation.Y,rotation.Z);
113
114 camera->setFOV(newFov);
115}
116
117
118} // end namespace simulator
119} // end namespace flair
120
121#endif // GL
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