source: flair-src/trunk/lib/FlairSimulator/src/FixedCamera.cpp @ 87

Last change on this file since 87 was 87, checked in by Sanahuja Guillaume, 5 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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