Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CSceneNodeAnimatorCameraFPS.cpp :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#include "CSceneNodeAnimatorCameraFPS.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "Keycodes.h"
#include "ICursorControl.h"
#include "ICameraSceneNode.h"
#include "ISceneNodeAnimatorCollisionResponse.h"

namespace irr
{
namespace scene
{

//! constructor

CSceneNodeAnimatorCameraFPS::CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl,
		f32 rotateSpeed, f32 moveSpeed, f32 jumpSpeed,
		SKeyMap* keyMapArray, u32 keyMapSize, bool noVerticalMovement, bool invertY)
: CursorControl(cursorControl), MaxVerticalAngle(88.0f),
	MoveSpeed(moveSpeed), RotateSpeed(rotateSpeed), JumpSpeed(jumpSpeed),
	MouseYDirection(invertY ? -1.0f : 1.0f),
	LastAnimationTime(0), firstUpdate(true), NoVerticalMovement(noVerticalMovement)
{
	#ifdef _DEBUG
	setDebugName("CCameraSceneNodeAnimatorFPS");
	#endif

	if (CursorControl)
		CursorControl->grab();

	allKeysUp();

	// create key map

	if (!keyMapArray || !keyMapSize)
	{
		// create default key map

		KeyMap.push_back(SCamKeyMap(EKA_MOVE_FORWARD, irr::KEY_UP));
		KeyMap.push_back(SCamKeyMap(EKA_MOVE_BACKWARD, irr::KEY_DOWN));
		KeyMap.push_back(SCamKeyMap(EKA_STRAFE_LEFT, irr::KEY_LEFT));
		KeyMap.push_back(SCamKeyMap(EKA_STRAFE_RIGHT, irr::KEY_RIGHT));
		KeyMap.push_back(SCamKeyMap(EKA_JUMP_UP, irr::KEY_KEY_J));
	}
	else
	{
		// create custom key map

		setKeyMap(keyMapArray, keyMapSize);
	}
}


//! destructor

CSceneNodeAnimatorCameraFPS::~CSceneNodeAnimatorCameraFPS()
{
	if (CursorControl)
		CursorControl->drop();
}


//! It is possible to send mouse and key events to the camera. Most cameras

//! may ignore this input, but camera scene nodes which are created for

//! example with scene::ISceneManager::addMayaCameraSceneNode or

//! scene::ISceneManager::addFPSCameraSceneNode, may want to get this input

//! for changing their position, look at target or whatever.

bool CSceneNodeAnimatorCameraFPS::OnEvent(const SEvent& evt)
{
	switch(evt.EventType)
	{
	case EET_KEY_INPUT_EVENT:
		for (u32 i=0; i<KeyMap.size(); ++i)
		{
			if (KeyMap[i].keycode == evt.KeyInput.Key)
			{
				CursorKeys[KeyMap[i].action] = evt.KeyInput.PressedDown;
				return true;
			}
		}
		break;

	case EET_MOUSE_INPUT_EVENT:
		if (evt.MouseInput.Event == EMIE_MOUSE_MOVED)
		{
			CursorPos = CursorControl->getRelativePosition();
			return true;
		}
		break;

	default:
		break;
	}

	return false;
}


void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
{
	if (!node || node->getType() != ESNT_CAMERA)
		return;

	ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);

	if (firstUpdate)
	{
		camera->updateAbsolutePosition();
		if (CursorControl && camera)
		{
			CursorControl->setPosition(0.5f, 0.5f);
			CursorPos = CenterCursor = CursorControl->getRelativePosition();
		}

		LastAnimationTime = timeMs;

		firstUpdate = false;
	}

	// If the camera isn't the active camera, and receiving input, then don't process it.

	if(!camera->isInputReceiverEnabled())
		return;

	scene::ISceneManager * smgr = camera->getSceneManager();
	if(smgr && smgr->getActiveCamera() != camera)
		return;

	// get time

	f32 timeDiff = (f32) ( timeMs - LastAnimationTime );
	LastAnimationTime = timeMs;

	// update position

	core::vector3df pos = camera->getPosition();

	// Update rotation

	core::vector3df target = (camera->getTarget() - camera->getAbsolutePosition());
	core::vector3df relativeRotation = target.getHorizontalAngle();

	if (CursorControl)
	{
		if (CursorPos != CenterCursor)
		{
			relativeRotation.Y -= (0.5f - CursorPos.X) * RotateSpeed;
			relativeRotation.X -= (0.5f - CursorPos.Y) * RotateSpeed * MouseYDirection;

			// X < MaxVerticalAngle or X > 360-MaxVerticalAngle


			if (relativeRotation.X > MaxVerticalAngle*2 &&
				relativeRotation.X < 360.0f-MaxVerticalAngle)
			{
				relativeRotation.X = 360.0f-MaxVerticalAngle;
			}
			else
			if (relativeRotation.X > MaxVerticalAngle &&
				relativeRotation.X < 360.0f-MaxVerticalAngle)
			{
				relativeRotation.X = MaxVerticalAngle;
			}

			// Do the fix as normal, special case below

			// reset cursor position to the centre of the window.

			CursorControl->setPosition(0.5f, 0.5f);
			CenterCursor = CursorControl->getRelativePosition();

			// needed to avoid problems when the event receiver is disabled

			CursorPos = CenterCursor;
		}

		// Special case, mouse is whipped outside of window before it can update.

		video::IVideoDriver* driver = smgr->getVideoDriver();
		core::vector2d<u32> mousepos(u32(CursorControl->getPosition().X), u32(CursorControl->getPosition().Y));
		core::rect<u32> screenRect(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height);

		// Only if we are moving outside quickly.

		bool reset = !screenRect.isPointInside(mousepos);

		if(reset)
		{
			// Force a reset.

			CursorControl->setPosition(0.5f, 0.5f);
			CenterCursor = CursorControl->getRelativePosition();
			CursorPos = CenterCursor;
 		}
	}

	// set target


	target.set(0,0, core::max_(1.f, pos.getLength()));
	core::vector3df movedir = target;

	core::matrix4 mat;
	mat.setRotationDegrees(core::vector3df(relativeRotation.X, relativeRotation.Y, 0));
	mat.transformVect(target);

	if (NoVerticalMovement)
	{
		mat.setRotationDegrees(core::vector3df(0, relativeRotation.Y, 0));
		mat.transformVect(movedir);
	}
	else
	{
		movedir = target;
	}

	movedir.normalize();

	if (CursorKeys[EKA_MOVE_FORWARD])
		pos += movedir * timeDiff * MoveSpeed;

	if (CursorKeys[EKA_MOVE_BACKWARD])
		pos -= movedir * timeDiff * MoveSpeed;

	// strafing


	core::vector3df strafevect = target;
	strafevect = strafevect.crossProduct(camera->getUpVector());

	if (NoVerticalMovement)
		strafevect.Y = 0.0f;

	strafevect.normalize();

	if (CursorKeys[EKA_STRAFE_LEFT])
		pos += strafevect * timeDiff * MoveSpeed;

	if (CursorKeys[EKA_STRAFE_RIGHT])
		pos -= strafevect * timeDiff * MoveSpeed;

	// For jumping, we find the collision response animator attached to our camera

	// and if it's not falling, we tell it to jump.

	if (CursorKeys[EKA_JUMP_UP])
	{
		const ISceneNodeAnimatorList& animators = camera->getAnimators();
		ISceneNodeAnimatorList::ConstIterator it = animators.begin();
		while(it != animators.end())
		{
			if(ESNAT_COLLISION_RESPONSE == (*it)->getType())
			{
				ISceneNodeAnimatorCollisionResponse * collisionResponse =
					static_cast<ISceneNodeAnimatorCollisionResponse *>(*it);

				if(!collisionResponse->isFalling())
					collisionResponse->jump(JumpSpeed);
			}

			it++;
		}
	}

	// write translation

	camera->setPosition(pos);

	// write right target

	target += pos;
	camera->setTarget(target);
}


void CSceneNodeAnimatorCameraFPS::allKeysUp()
{
	for (u32 i=0; i<6; ++i)
		CursorKeys[i] = false;
}


//! Sets the rotation speed

void CSceneNodeAnimatorCameraFPS::setRotateSpeed(f32 speed)
{
	RotateSpeed = speed;
}


//! Sets the movement speed

void CSceneNodeAnimatorCameraFPS::setMoveSpeed(f32 speed)
{
	MoveSpeed = speed;
}


//! Gets the rotation speed

f32 CSceneNodeAnimatorCameraFPS::getRotateSpeed() const
{
	return RotateSpeed;
}


// Gets the movement speed

f32 CSceneNodeAnimatorCameraFPS::getMoveSpeed() const
{
	return MoveSpeed;
}


//! Sets the keyboard mapping for this animator

void CSceneNodeAnimatorCameraFPS::setKeyMap(SKeyMap *map, u32 count)
{
	// clear the keymap

	KeyMap.clear();

	// add actions

	for (u32 i=0; i<count; ++i)
	{
		switch(map[i].Action)
		{
		case EKA_MOVE_FORWARD: KeyMap.push_back(SCamKeyMap(EKA_MOVE_FORWARD, map[i].KeyCode));
			break;
		case EKA_MOVE_BACKWARD: KeyMap.push_back(SCamKeyMap(EKA_MOVE_BACKWARD, map[i].KeyCode));
			break;
		case EKA_STRAFE_LEFT: KeyMap.push_back(SCamKeyMap(EKA_STRAFE_LEFT, map[i].KeyCode));
			break;
		case EKA_STRAFE_RIGHT: KeyMap.push_back(SCamKeyMap(EKA_STRAFE_RIGHT, map[i].KeyCode));
			break;
		case EKA_JUMP_UP: KeyMap.push_back(SCamKeyMap(EKA_JUMP_UP, map[i].KeyCode));
			break;
		default:
			break;
		}
	}
}


//! Sets whether vertical movement should be allowed.

void CSceneNodeAnimatorCameraFPS::setVerticalMovement(bool allow)
{
	NoVerticalMovement = !allow;
}


//! Sets whether the Y axis of the mouse should be inverted.

void CSceneNodeAnimatorCameraFPS::setInvertMouse(bool invert)
{
	if (invert)
		MouseYDirection = -1.0f;
	else
		MouseYDirection = 1.0f;
}


ISceneNodeAnimator* CSceneNodeAnimatorCameraFPS::createClone(ISceneNode* node, ISceneManager* newManager)
{
	CSceneNodeAnimatorCameraFPS * newAnimator =
		new CSceneNodeAnimatorCameraFPS(CursorControl,	RotateSpeed, MoveSpeed, JumpSpeed,
											0, 0, NoVerticalMovement);
	newAnimator->setKeyMap(KeyMap);
	return newAnimator;
}


void CSceneNodeAnimatorCameraFPS::setKeyMap(const core::array<SCamKeyMap>& keymap)
{
	KeyMap=keymap;
}


} // namespace scene

} // namespace irr


Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
883 membres
1429 sujets
11121 messages
Dernier membre inscrit: Saidov17
35 invités en ligne
Aucun membre connecté
RSS Feed