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- // Copyright (C) 2002-2012 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), firstInput(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(SKeyMap(EKA_MOVE_FORWARD, irr::KEY_UP));
- KeyMap.push_back(SKeyMap(EKA_MOVE_BACKWARD, irr::KEY_DOWN));
- KeyMap.push_back(SKeyMap(EKA_STRAFE_LEFT, irr::KEY_LEFT));
- KeyMap.push_back(SKeyMap(EKA_STRAFE_RIGHT, irr::KEY_RIGHT));
- KeyMap.push_back(SKeyMap(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 )
- {
- 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())
- {
- firstInput = true;
- return;
- }
- if ( firstInput )
- {
- allKeysUp();
- firstInput = false;
- }
- 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<EKA_COUNT; ++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)
- {
- KeyMap.push_back(map[i]);
- }
- }
- void CSceneNodeAnimatorCameraFPS::setKeyMap(const core::array<SKeyMap>& keymap)
- {
- KeyMap=keymap;
- }
- const core::array<SKeyMap>& CSceneNodeAnimatorCameraFPS::getKeyMap() const
- {
- return KeyMap;
- }
- //! 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;
- }
- } // namespace scene
- } // namespace irr
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