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: 2012/08/21
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6 | // filename: FollowMeCamera.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: classe definissant une animation poursuite pour camera
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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 "FollowMeCamera.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 |
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28 | using namespace irr;
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29 | using namespace gui;
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30 | using namespace core;
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31 | using namespace scene;
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32 |
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33 | namespace flair {
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34 | namespace simulator {
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35 |
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36 | FollowMeCamera::FollowMeCamera(const ISceneNode *parent, std::string name,float inRotateSpeed,
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37 | float inZoomSpeed):VisualizationCamera(name) {
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38 | this->parent = parent;
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39 | rotateSpeed=inRotateSpeed;
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40 | zoomSpeed=inZoomSpeed;
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41 | RotY = 20;
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42 | RotZ = 0;
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43 | Rotating = false;
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44 | }
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45 |
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46 | FollowMeCamera::~FollowMeCamera() {}
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47 |
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48 | void FollowMeCamera::setPositionOffset(vector3df newpos) {
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49 | pos_offset = ToIrrlichtCoordinates(newpos);
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50 | }
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51 |
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52 | void FollowMeCamera::setTargetOffset(vector3df newpos) {
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53 | target_offset = ToIrrlichtCoordinates(newpos);
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54 | }
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55 |
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56 | float FollowMeCamera::sat(float value) {
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57 | if (value > 89)
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58 | value = 89;
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59 | if (value < -89)
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60 | value = -89;
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61 | return value;
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62 | }
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63 |
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64 | void FollowMeCamera::animateNode(ISceneNode *node, u32 timeMs) {
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65 |
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66 | float nRotY = RotY;
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67 | float nRotZ = RotZ;
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68 |
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69 | if (LMouseKey == true) {
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70 | if (!Rotating) {
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71 | RotateStart = MousePos;
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72 | Rotating = true;
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73 | nRotY = RotY;
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74 | nRotZ = RotZ;
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75 | } else {
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76 | nRotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
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77 | nRotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
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78 | nRotY = sat(nRotY);
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79 | }
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80 | } else if (Rotating) {
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81 | RotY += (RotateStart.Y - MousePos.Y) * rotateSpeed;
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82 | RotZ += (RotateStart.X - MousePos.X) * rotateSpeed;
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83 | RotY = sat(RotY);
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84 | nRotY = RotY;
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85 | nRotZ = RotZ;
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86 | Rotating = false;
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87 | }
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88 |
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89 | float newCurrentZoom= 100+currentZoom * zoomSpeed;
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90 | if (newCurrentZoom <= 0) {
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91 | newCurrentZoom =zoomSpeed;
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92 | currentZoom =1-100/zoomSpeed;
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93 | }
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94 |
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95 | vector3df pos;
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96 | pos.X = -newCurrentZoom;
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97 | pos.Y = 0;
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98 | pos.Z = 0;
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99 |
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100 | pos.rotateXZBy(-nRotY);
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101 | pos.rotateXYBy(getSimulator()->Yaw() + nRotZ + parent->getRotation().Z);
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102 |
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103 | camera->setPosition(parent->getPosition() + pos + pos_offset);
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104 | camera->setTarget(parent->getPosition() + target_offset);
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105 | }
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106 |
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107 |
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108 | } // end namespace simulator
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109 | } // end namespace flair
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110 |
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111 | #endif // GL
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