void HMDStereoRender::drawAll(ISceneManager* smgr) { ICameraSceneNode* camera = smgr->getActiveCamera(); camera->OnAnimate(_timer->getTime()); // Render Left _driver->setRenderTarget(_renderTexture, true, true, video::SColor(0,0,0,0)); _pCamera->setProjectionMatrix(_projectionLeft); vector3df r = camera->getRotation(); vector3df tx(-_eyeSeparation, 0.0,0.0); tx.rotateXZBy(-r.Y); tx.rotateYZBy(-r.X); tx.rotateXYBy(-r.Z); _pCamera->setPosition(camera->getPosition() + tx); _pCamera->setTarget(camera->getTarget() + tx); smgr->setActiveCamera(_pCamera); smgr->drawAll(); _driver->setRenderTarget(0, false, false, video::SColor(0,100,100,100)); _driver->setViewPort(_viewportLeft); _distortionCB.lensCenter[0] = _lensShift; _driver->setMaterial(_renderMaterial); _driver->drawIndexedTriangleList(_planeVertices, 4, _planeIndices, 2); // Render Right _driver->setRenderTarget(_renderTexture, true, true, video::SColor(0,0,0,0)); _pCamera->setProjectionMatrix(_projectionRight); vector3df r2 = camera->getRotation(); vector3df tx2(-_eyeSeparation, 0.0,0.0); tx.rotateXZBy(-r2.Y); tx.rotateYZBy(-r2.X); tx.rotateXYBy(-r2.Z); _pCamera->setPosition(camera->getPosition() + tx2); _pCamera->setTarget(camera->getTarget() + tx2); smgr->drawAll(); _driver->setRenderTarget(0, false, false, video::SColor(0,100,100,100)); _driver->setViewPort(_viewportRight); _distortionCB.lensCenter[0] = -_lensShift; _driver->setMaterial(_renderMaterial); _driver->drawIndexedTriangleList(_planeVertices, 4, _planeIndices, 2); smgr->setActiveCamera(camera); }
//! render void CBillboardSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); ICameraSceneNode* camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; // make billboard look to camera core::vector3df pos = getAbsolutePosition(); core::vector3df campos = camera->getAbsolutePosition(); core::vector3df target = camera->getTarget(); core::vector3df up = camera->getUpVector(); core::vector3df view = target - campos; view.normalize(); core::vector3df horizontal = up.crossProduct(view); if ( horizontal.getLength() == 0 ) { horizontal.set(up.Y,up.X,up.Z); } horizontal.normalize(); horizontal *= 0.5f * Size.Width; core::vector3df vertical = horizontal.crossProduct(view); vertical.normalize(); vertical *= 0.5f * Size.Height; view *= -1.0f; for (s32 i=0; i<4; ++i) vertices[i].Normal = view; vertices[0].Pos = pos + horizontal + vertical; vertices[1].Pos = pos + horizontal - vertical; vertices[2].Pos = pos - horizontal - vertical; vertices[3].Pos = pos - horizontal + vertical; // draw if (DebugDataVisible) { driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); video::SMaterial m; m.Lighting = false; driver->setMaterial(m); driver->draw3DBox(BBox, video::SColor(0,208,195,152)); } core::matrix4 mat; driver->setTransform(video::ETS_WORLD, mat); driver->setMaterial(Material); driver->drawIndexedTriangleList(vertices, 4, indices, 2); }
//------------------------------------------------------------------------- // p r e R e n d e r //------------------------------------------------------------------------- void CApplication::preRender(u32 delta) { static u32 elapsed=0; elapsed += delta; if(elapsed > 100) { elapsed = 0; // update debug info if visible if(m_debugPanel->getVisible()) { char buf[128]; u32 tris = m_videoDriver->getPrimitiveCountDrawn(); ICameraSceneNode* camera = m_sceneManager->getActiveCamera(); vector3df pos = camera->getPosition(); vector3df rot = camera->getRotation(); vector3df dir = camera->getTarget(); stringc nname = camera->getName(); sprintf(buf,"%s: Pos(%.1f,%.1f,%.1f) Rot(%.1f,%.1f,%.1f) Dir(%.1f,%.1f,%.1f)", nname.c_str(),pos.X,pos.Y,pos.Z,rot.Y,rot.X,rot.Z,dir.X,dir.Y,dir.Z); m_debugPanel->updateItem(0,buf); sprintf(buf,"Frame: Avg(%d) Min(%d) Max(%d), Tris(%d)", m_fpsAvg, m_fpsMin, m_fpsMax, tris); m_debugPanel->updateItem(1,buf); array<stringc> debugStrings; addCustomDebug(debugStrings); if(debugStrings.size() > 0) { while((debugStrings.size()+2) > m_debugPanel->getItemCount()) { m_debugPanel->addItem(" " ,EGUIA_CENTER); } for(u32 i=0;i<debugStrings.size();i++) { m_debugPanel->updateItem(i+2,debugStrings[i]); } } } } }
void TheBeginMove::animateNode( ISceneNode* node, u32 timeMs ) { ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node); //初始化 if ( IsFirst ) { IsFirst = false; Begin = timeMs + Delay; vector3df dir3 = camera->getTarget() - camera->getPosition(); vector2df direction = vector2df( dir3.X, dir3.Z ); lastRad = (f32)direction.getAngle() - 90; lastRad *= DEGTORAD; camera ->setTarget(TheEndPoint + dir3 ); /*std::cout<< direction.X << " , " << direction.Y << std::endl; std::cout<< lastRad << std::endl;*/ } //还未达到动画开始时间 if( Begin > timeMs ) return; u32 t; t = timeMs - Begin; //到达动画结束时间 if ( t > Duration ) { //把自己删掉 camera->removeAnimator(this); return; } camera -> setPosition( vector3df ( Center.X + (Distance - M_Distance * t) * sin( radian * t + lastRad ) , Center.Y + M_y * t , Center.Z + (Distance - M_Distance * t) * cos( radian * t + lastRad ) )); camera ->setTarget(TheEndPoint); }
//! pre render event void CBillboardTextSceneNode::OnAnimate(u32 timeMs) { if (!IsVisible || !Font || !Mesh) return; ICameraSceneNode* camera = SceneManager->getActiveCamera(); if (!camera) return; // get text width f32 textLength = 0.f; u32 i; for(i=0; i!=Symbol.size(); ++i) { SSymbolInfo &info = Symbol[i]; textLength += info.Kerning + info.Width; } if (textLength<0.0f) textLength=1.0f; //const core::matrix4 &m = camera->getViewFrustum()->Matrices[ video::ETS_VIEW ]; // make billboard look to camera core::vector3df pos = getAbsolutePosition(); core::vector3df campos = camera->getAbsolutePosition(); core::vector3df target = camera->getTarget(); core::vector3df up = camera->getUpVector(); core::vector3df view = target - campos; view.normalize(); core::vector3df horizontal = up.crossProduct(view); if ( horizontal.getLength() == 0 ) { horizontal.set(up.Y,up.X,up.Z); } horizontal.normalize(); core::vector3df space = horizontal; horizontal *= 0.5f * Size.Width; core::vector3df vertical = horizontal.crossProduct(view); vertical.normalize(); vertical *= 0.5f * Size.Height; view *= -1.0f; // center text pos += space * (Size.Width * -0.5f); for ( i = 0; i!= Symbol.size(); ++i ) { SSymbolInfo &info = Symbol[i]; f32 infw = info.Width / textLength; f32 infk = info.Kerning / textLength; f32 w = (Size.Width * infw * 0.5f); pos += space * w; SMeshBuffer* buf = (SMeshBuffer*)Mesh->getMeshBuffer(info.bufNo); buf->Vertices[info.firstVert+0].Normal = view; buf->Vertices[info.firstVert+1].Normal = view; buf->Vertices[info.firstVert+2].Normal = view; buf->Vertices[info.firstVert+3].Normal = view; buf->Vertices[info.firstVert+0].Pos = pos + (space * w) + vertical; buf->Vertices[info.firstVert+1].Pos = pos + (space * w) - vertical; buf->Vertices[info.firstVert+2].Pos = pos - (space * w) - vertical; buf->Vertices[info.firstVert+3].Pos = pos - (space * w) + vertical; pos += space * (Size.Width*infk + w); } // make bounding box for (i=0; i< Mesh->getMeshBufferCount() ; ++i) Mesh->getMeshBuffer(i)->recalculateBoundingBox(); Mesh->recalculateBoundingBox(); BBox = Mesh->getBoundingBox(); core::matrix4 mat( getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE ); mat.transformBoxEx(BBox); }
void CSceneNodeAnimatorCollisionResponse::animateNode(ISceneNode* node, u32 timeMs) { CollisionOccurred = false; if (node != Object) setNode(node); if(!Object || !World) return; // trigger reset if ( timeMs == 0 ) { FirstUpdate = true; timeMs = LastTime; } if ( FirstUpdate ) { LastPosition = Object->getPosition(); Falling = false; LastTime = timeMs; FallingVelocity.set ( 0, 0, 0 ); FirstUpdate = false; } const u32 diff = timeMs - LastTime; LastTime = timeMs; CollisionResultPosition = Object->getPosition(); core::vector3df vel = CollisionResultPosition - LastPosition; FallingVelocity += Gravity * (f32)diff * 0.001f; CollisionTriangle = RefTriangle; CollisionPoint = core::vector3df(); CollisionResultPosition = core::vector3df(); CollisionNode = 0; core::vector3df force = vel + FallingVelocity; if ( AnimateCameraTarget ) { // TODO: divide SlidingSpeed by frame time bool f = false; CollisionResultPosition = SceneManager->getSceneCollisionManager()->getCollisionResultPosition( World, LastPosition-Translation, Radius, vel, CollisionTriangle, CollisionPoint, f, CollisionNode, SlidingSpeed, FallingVelocity); CollisionOccurred = (CollisionTriangle != RefTriangle); CollisionResultPosition += Translation; if (f)//CollisionTriangle == RefTriangle) { Falling = true; } else { Falling = false; FallingVelocity.set(0, 0, 0); } bool collisionConsumed = false; if (CollisionOccurred && CollisionCallback) collisionConsumed = CollisionCallback->onCollision(*this); if(!collisionConsumed) Object->setPosition(CollisionResultPosition); } // move camera target if (AnimateCameraTarget && IsCamera) { const core::vector3df pdiff = Object->getPosition() - LastPosition - vel; ICameraSceneNode* cam = (ICameraSceneNode*)Object; cam->setTarget(cam->getTarget() + pdiff); } LastPosition = Object->getPosition(); }
void CSSceneNodeAnimatorFPS::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(m_CursorOffsetX, m_CursorOffsetY); 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 -= (m_CursorOffsetX - CursorPos.X) * RotateSpeed; relativeRotation.X -= (m_CursorOffsetY - 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(m_CursorOffsetX, m_CursorOffsetY); 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(m_CursorOffsetX, m_CursorOffsetY); 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); }
//! render void CParticleSystemSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); ICameraSceneNode* camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; #if 0 // calculate vectors for letting particles look to camera core::vector3df view(camera->getTarget() - camera->getAbsolutePosition()); view.normalize(); view *= -1.0f; #else const core::matrix4 &m = camera->getViewFrustum()->getTransform( video::ETS_VIEW ); const core::vector3df view ( -m[2], -m[6] , -m[10] ); #endif // reallocate arrays, if they are too small reallocateBuffers(); // create particle vertex data s32 idx = 0; for (u32 i=0; i<Particles.size(); ++i) { const SParticle& particle = Particles[i]; #if 0 core::vector3df horizontal = camera->getUpVector().crossProduct(view); horizontal.normalize(); horizontal *= 0.5f * particle.size.Width; core::vector3df vertical = horizontal.crossProduct(view); vertical.normalize(); vertical *= 0.5f * particle.size.Height; #else f32 f; f = 0.5f * particle.size.Width; const core::vector3df horizontal ( m[0] * f, m[4] * f, m[8] * f ); f = -0.5f * particle.size.Height; const core::vector3df vertical ( m[1] * f, m[5] * f, m[9] * f ); #endif Buffer->Vertices[0+idx].Pos = particle.pos + horizontal + vertical; Buffer->Vertices[0+idx].Color = particle.color; Buffer->Vertices[0+idx].Normal = view; Buffer->Vertices[1+idx].Pos = particle.pos + horizontal - vertical; Buffer->Vertices[1+idx].Color = particle.color; Buffer->Vertices[1+idx].Normal = view; Buffer->Vertices[2+idx].Pos = particle.pos - horizontal - vertical; Buffer->Vertices[2+idx].Color = particle.color; Buffer->Vertices[2+idx].Normal = view; Buffer->Vertices[3+idx].Pos = particle.pos - horizontal + vertical; Buffer->Vertices[3+idx].Color = particle.color; Buffer->Vertices[3+idx].Normal = view; idx +=4; } // render all core::matrix4 mat; if (!ParticlesAreGlobal) mat.setTranslation(AbsoluteTransformation.getTranslation()); driver->setTransform(video::ETS_WORLD, mat); driver->setMaterial(Buffer->Material); driver->drawVertexPrimitiveList(Buffer->getVertices(), Particles.size()*4, Buffer->getIndices(), Particles.size()*2, video::EVT_STANDARD, EPT_TRIANGLES,Buffer->getIndexType()); // for debug purposes only: if ( DebugDataVisible & scene::EDS_BBOX ) { driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); video::SMaterial deb_m; deb_m.Lighting = false; driver->setMaterial(deb_m); driver->draw3DBox(Buffer->BoundingBox, video::SColor(0,255,255,255)); } }
void CSceneNodeAnimatorCameraFPS::animateNode(IDummyTransformationSceneNode* node, uint32_t 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 float timeDiff = (float) ( 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<uint32_t> mousepos(uint32_t(CursorControl->getPosition().X), uint32_t(CursorControl->getPosition().Y)); core::rect<uint32_t> 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::matrix4x3 mat; mat.setRotationDegrees(core::vector3df(relativeRotation.X, relativeRotation.Y, 0)); mat.transformVect(&target.X); if (NoVerticalMovement) { mat.setRotationDegrees(core::vector3df(0, relativeRotation.Y, 0)); mat.transformVect(&movedir.X); } 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; // write translation camera->setPosition(pos); // write right target target += pos; camera->setTarget(target); }
//! OnAnimate() is called just before rendering the whole scene. //! nodes may calculate or store animations here, and may do other useful things, //! dependent on what they are. void CSceneNodeAnimatorCameraMaya::animateNode(ISceneNode *node, u32 timeMs) { //Alt + LM = Rotate around camera pivot //Alt + LM + MM = Dolly forth/back in view direction (speed % distance camera pivot - max distance to pivot) //Alt + MM = Move on camera plane (Screen center is about the mouse pointer, depending on move speed) if (!node || node->getType() != ESNT_CAMERA) return; ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node); // 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; if (OldCamera != camera) { OldTarget = camera->getTarget(); OldCamera = camera; LastCameraTarget = OldTarget; } else { OldTarget += camera->getTarget() - LastCameraTarget; } core::vector3df target = camera->getTarget(); f32 nRotX = RotX; f32 nRotY = RotY; f32 nZoom = CurrentZoom; if ( (isMouseKeyDown(0) && isMouseKeyDown(2)) || isMouseKeyDown(1) ) { if (!Zooming) { ZoomStart = MousePos; Zooming = true; nZoom = CurrentZoom; } else { const f32 targetMinDistance = 0.1f; nZoom += (ZoomStart.X - MousePos.X) * ZoomSpeed; if (nZoom < targetMinDistance) // jox: fixed bug: bounce back when zooming to close nZoom = targetMinDistance; } } else if (Zooming) { const f32 old = CurrentZoom; CurrentZoom = CurrentZoom + (ZoomStart.X - MousePos.X ) * ZoomSpeed; nZoom = CurrentZoom; if (nZoom < 0) nZoom = CurrentZoom = old; Zooming = false; } // Translation --------------------------------- core::vector3df translate(OldTarget), upVector(camera->getUpVector()); core::vector3df tvectX = Pos - target; tvectX = tvectX.crossProduct(upVector); tvectX.normalize(); const SViewFrustum* const va = camera->getViewFrustum(); core::vector3df tvectY = (va->getFarLeftDown() - va->getFarRightDown()); tvectY = tvectY.crossProduct(upVector.Y > 0 ? Pos - target : target - Pos); tvectY.normalize(); if (isMouseKeyDown(2) && !Zooming) { if (!Translating) { TranslateStart = MousePos; Translating = true; } else { translate += tvectX * (TranslateStart.X - MousePos.X)*TranslateSpeed + tvectY * (TranslateStart.Y - MousePos.Y)*TranslateSpeed; } } else if (Translating) { translate += tvectX * (TranslateStart.X - MousePos.X)*TranslateSpeed + tvectY * (TranslateStart.Y - MousePos.Y)*TranslateSpeed; OldTarget = translate; Translating = false; } // Rotation ------------------------------------ if (isMouseKeyDown(0) && !Zooming) { if (!Rotating) { RotateStart = MousePos; Rotating = true; nRotX = RotX; nRotY = RotY; } else { nRotX += (RotateStart.X - MousePos.X) * RotateSpeed; nRotY += (RotateStart.Y - MousePos.Y) * RotateSpeed; } } else if (Rotating) { RotX += (RotateStart.X - MousePos.X) * RotateSpeed; RotY += (RotateStart.Y - MousePos.Y) * RotateSpeed; nRotX = RotX; nRotY = RotY; Rotating = false; } // Set Pos ------------------------------------ target = translate; Pos.X = nZoom + target.X; Pos.Y = target.Y; Pos.Z = target.Z; Pos.rotateXYBy(nRotY, target); Pos.rotateXZBy(-nRotX, target); // Rotation Error ---------------------------- // jox: fixed bug: jitter when rotating to the top and bottom of y upVector.set(0,1,0); upVector.rotateXYBy(-nRotY); upVector.rotateXZBy(-nRotX+180.f); camera->setPosition(Pos); camera->setTarget(target); camera->setUpVector(upVector); LastCameraTarget = camera->getTarget(); }
//! OnAnimate() is called just before rendering the whole scene. //! nodes may calculate or store animations here, and may do other useful things, //! dependent on what they are. void CSceneNodeAnimatorCameraMaya::animateNode(ISceneNode *node, u32 timeMs) { //Alt + LM = Rotate around camera pivot //Alt + LM + MM = Dolly forth/back in view direction (speed % distance camera pivot - max distance to pivot) //Alt + MM = Move on camera plane (Screen center is about the mouse pointer, depending on move speed) if (node->getType() != ESNT_CAMERA) return; ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node); if (OldCamera != camera) { OldTarget = camera->getTarget(); OldCamera = camera; } Target = camera->getTarget(); const SViewFrustum* va = camera->getViewFrustum(); f32 nRotX = RotX; f32 nRotY = RotY; f32 nZoom = CurrentZoom; if ( (isMouseKeyDown(0) && isMouseKeyDown(2)) || isMouseKeyDown(1) ) { if (!Zooming) { ZoomStartX = MousePos.X; ZoomStartY = MousePos.Y; Zooming = true; nZoom = CurrentZoom; } else { f32 old = nZoom; nZoom += (ZoomStartX - MousePos.X) * ZoomSpeed; f32 targetMinDistance = 0.1f; if (nZoom < targetMinDistance) // jox: fixed bug: bounce back when zooming to close nZoom = targetMinDistance; if (nZoom < 0) nZoom = old; } } else { if (Zooming) { f32 old = CurrentZoom; CurrentZoom = CurrentZoom + (ZoomStartX - MousePos.X ) * ZoomSpeed; nZoom = CurrentZoom; if (nZoom < 0) nZoom = CurrentZoom = old; } Zooming = false; } // Translation --------------------------------- core::vector3df translate(OldTarget), UpVector(camera->getUpVector()); core::vector3df tvectX = Pos - Target; tvectX = tvectX.crossProduct(UpVector); tvectX.normalize(); core::vector3df tvectY = (va->getFarLeftDown() - va->getFarRightDown()); tvectY = tvectY.crossProduct(UpVector.Y > 0 ? Pos - Target : Target - Pos); tvectY.normalize(); if (isMouseKeyDown(2) && !Zooming) { if (!Translating) { TranslateStartX = MousePos.X; TranslateStartY = MousePos.Y; Translating = true; } else { translate += tvectX * (TranslateStartX - MousePos.X)*TranslateSpeed + tvectY * (TranslateStartY - MousePos.Y)*TranslateSpeed; } } else { if (Translating) { translate += tvectX * (TranslateStartX - MousePos.X)*TranslateSpeed + tvectY * (TranslateStartY - MousePos.Y)*TranslateSpeed; OldTarget = translate; } Translating = false; } // Rotation ------------------------------------ if (isMouseKeyDown(0) && !Zooming) { if (!Rotating) { RotateStartX = MousePos.X; RotateStartY = MousePos.Y; Rotating = true; nRotX = RotX; nRotY = RotY; } else { nRotX += (RotateStartX - MousePos.X) * RotateSpeed; nRotY += (RotateStartY - MousePos.Y) * RotateSpeed; } } else { if (Rotating) { RotX = RotX + (RotateStartX - MousePos.X) * RotateSpeed; RotY = RotY + (RotateStartY - MousePos.Y) * RotateSpeed; nRotX = RotX; nRotY = RotY; } Rotating = false; } // Set Pos ------------------------------------ Target = translate; Pos.X = nZoom + Target.X; Pos.Y = Target.Y; Pos.Z = Target.Z; Pos.rotateXYBy(nRotY, Target); Pos.rotateXZBy(-nRotX, Target); // Rotation Error ---------------------------- // jox: fixed bug: jitter when rotating to the top and bottom of y UpVector.set(0,1,0); UpVector.rotateXYBy(-nRotY); UpVector.rotateXZBy(-nRotX+180.f); camera->setPosition(Pos); camera->setTarget(Target); camera->setUpVector(UpVector); }
void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs) { if (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; } // 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; // 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; } // reset cursor position CursorControl->setPosition(0.5f, 0.5f); CenterCursor = CursorControl->getRelativePosition(); // needed to avoid problems when the ecent receiver is // disabled 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 core::list<ISceneNodeAnimator*> & animators = camera->getAnimators(); core::list<ISceneNodeAnimator*>::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 TargetVector = target; target += pos; camera->setTarget(target); }
/* Every time it gets drawn, this function gets called */ void CLensFlareSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); ICameraSceneNode* camera = SceneManager->getActiveCamera(); // Bail out if function dosn't have enough info // Will fail here if no textures supplied if (!camera || !driver || !Material.getTexture(0)) return; driver->setTransform(video::ETS_WORLD, core::matrix4()); const core::vector3df campos = camera->getAbsolutePosition(); const core::dimension2d<u32> sz = SceneManager->getVideoDriver()->getScreenSize(); const core::vector2df mid = core::vector2df((f32)sz.Width, (f32)sz.Height) * 0.5f; const core::position2di lp = SceneManager->getSceneCollisionManager()-> getScreenCoordinatesFrom3DPosition(getAbsolutePosition(), camera); const core::vector2df lightpos = core::vector2df((f32)lp.X, (f32)lp.Y); const u32 nframes = Material.getTexture(0)->getOriginalSize().Width / Material.getTexture(0)->getOriginalSize().Height; int texw = 8; float texp = 1.0f / nframes; core::vector3df target = camera->getTarget(); core::vector3df up = camera->getUpVector(); core::vector3df view = target - campos; view.normalize(); core::vector3df horizontal = up.crossProduct(view); horizontal.normalize(); core::vector3df vertical; vertical = horizontal.crossProduct(view); vertical.normalize(); view *= -1.0f; for (u32 i=0; i<4; ++i) vertices[i].Normal = view; driver->setMaterial(Material); core::vector3df pos; core::vector3df hor; core::vector3df ver; for (u32 ax = 0; ax < nframes; ++ax) { if (ax == 0 ) { pos = getAbsolutePosition(); texw = Material.getTexture(0)->getSize().Height; hor = horizontal * (sourceScale * texw); ver = vertical * (sourceScale * texw); } else { core::vector2df ipos = mid.getInterpolated(lightpos, (2.0f / nframes) * ax); pos = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates( core::position2d<s32>(int(ipos.X ), int(ipos.Y ) ), camera).end; core::vector3df dir = core::vector3df(campos - pos).normalize(); pos = campos + (dir * -10.0f); texw = 4; hor = horizontal * (opticsScale * texw); ver = vertical * (opticsScale * texw); } vertices[0].TCoords.set( ax * texp, 1.0f); vertices[1].TCoords.set( ax * texp, 0.0f); vertices[2].TCoords.set((ax+1) * texp, 0.0f); vertices[3].TCoords.set((ax+1) * texp, 1.0f); vertices[0].Pos = pos + hor + ver; vertices[1].Pos = pos + hor - ver; vertices[2].Pos = pos - hor - ver; vertices[3].Pos = pos - hor + ver; driver->drawIndexedTriangleList(vertices, 4, indices, 2); } }
//! render void CParticleSystemSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); ICameraSceneNode* camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; // calculate vectors for letting particles look to camera core::vector3df campos = camera->getAbsolutePosition(); core::vector3df target = camera->getTarget(); core::vector3df up = camera->getUpVector(); core::vector3df view = target - campos; view.normalize(); core::vector3df horizontal = up.crossProduct(view); horizontal.normalize(); core::vector3df vertical = horizontal.crossProduct(view); vertical.normalize(); horizontal *= 0.5f * ParticleSize.Width; vertical *= 0.5f * ParticleSize.Height; view *= -1.0f; // reallocate arrays, if they are too small reallocateBuffers(); // create particle vertex data for (u32 i=0; i<Particles.size(); ++i) { const SParticle& particle = Particles[i]; s32 idx = i*4; Vertices[0+idx].Pos = particle.pos + horizontal + vertical; Vertices[0+idx].Color = particle.color; Vertices[0+idx].Normal = view; Vertices[1+idx].Pos = particle.pos + horizontal - vertical; Vertices[1+idx].Color = particle.color; Vertices[1+idx].Normal = view; Vertices[2+idx].Pos = particle.pos - horizontal - vertical; Vertices[2+idx].Color = particle.color; Vertices[2+idx].Normal = view; Vertices[3+idx].Pos = particle.pos - horizontal + vertical; Vertices[3+idx].Color = particle.color; Vertices[3+idx].Normal = view; } // render all core::matrix4 mat; if (!ParticlesAreGlobal) mat.setTranslation(AbsoluteTransformation.getTranslation()); driver->setTransform(video::ETS_WORLD, mat); driver->setMaterial(Material); driver->drawIndexedTriangleList(Vertices.pointer(), Particles.size()*4, Indices.pointer(), Particles.size()*2); // for debug purposes only: if (DebugDataVisible) { driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); video::SMaterial m; m.Lighting = false; driver->setMaterial(m); driver->draw3DBox(Box, video::SColor(0,255,255,255)); } }
void CImpostorSceneNode::renderNode(SNodeLink& Imp) { ISceneNode* n = Imp.Node; updatePosAndVector(Imp); // remember old viewport and render target core::rect<s32> oldView = SceneManager->getVideoDriver()->getViewPort(); if (!oldView.isRectCollided(Imp.NewPos)) return; ICameraSceneNode* cam = SceneManager->getActiveCamera(); cam->updateAbsolutePosition(); core::vector3df camP = cam->getAbsolutePosition(); f32 distance = camP.getDistanceFrom(n->getTransformedBoundingBox().getCenter()); // project into screen core::vector3df pUL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.UpperLeftCorner, cam).getVector(); pUL.setLength(distance); core::vector3df pLR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.LowerRightCorner, cam).getVector(); pLR.setLength(distance); core::vector3df pUR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.LowerRightCorner.X, Imp.NewPos.UpperLeftCorner.Y), cam).getVector(); pUR.setLength(distance); core::vector3df pLL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.UpperLeftCorner.X, Imp.NewPos.LowerRightCorner.Y), cam).getVector(); pLL.setLength(distance); Imp.BilPos1 = camP + pUL; Imp.BilPos2 = camP + pLR; Imp.BilPos3 = camP + pUR; Imp.BilPos4 = camP + pLL; // translate and scale, but don't rotate core::matrix4 invMat = n->getAbsoluteTransformation(); invMat.makeInverse(); Imp.BilPos1 *= invMat.getScale(); invMat.translateVect(Imp.BilPos1); Imp.BilPos2 *= invMat.getScale(); invMat.translateVect(Imp.BilPos2); Imp.BilPos3 *= invMat.getScale(); invMat.translateVect(Imp.BilPos3); Imp.BilPos4 *= invMat.getScale(); invMat.translateVect(Imp.BilPos4); Imp.ScreenPos = Imp.NewPos; Imp.RotVec = Imp.NewVec; video::ITexture* rt = 0; // SceneManager->getVideoDriver()->getRenderTarget(); // set up the camera and viewport for rendering ISceneManager* oldManager = n->getSceneManager(); // set up the camera ICameraSceneNode* cam2= LocalManager->getActiveCamera(); cam2->setPosition(cam->getAbsolutePosition()); core::vector3df v = n->getTransformedBoundingBox().getCenter(); cam2->setUpVector(cam->getUpVector()); cam2->setTarget(cam->getTarget()); cam2->updateAbsolutePosition(); f32 scaleW = f32(oldView.getWidth()) / f32(Imp.ScreenPos.getWidth()); f32 scaleH = f32(oldView.getHeight()) / f32(Imp.ScreenPos.getHeight()); //f32 transW = f32(Impostors[i].ScreenPos.getWidth()/2) / (f32(oldView.getWidth()) - f32(Impostors[i].ScreenPos.getCenter().X)); //f32 transH = f32(Impostors[i].ScreenPos.getHeight()/2) / (f32(oldView.getHeight()) - f32(Impostors[i].ScreenPos.getCenter().X)); f32 transW = (f32(oldView.getCenter().X) - f32(Imp.ScreenPos.getCenter().X)) / f32(Imp.ScreenPos.getWidth()); f32 transH = (f32(oldView.getCenter().Y) - f32(Imp.ScreenPos.getCenter().Y)) / f32(Imp.ScreenPos.getHeight()); core::matrix4 proj(cam->getProjectionMatrix()); core::matrix4 zoom, trans; Imp.Time = Timer->getRealTime(); zoom.setScale(core::vector3df(scaleW, scaleH, 1.0)); trans.setTranslation(core::vector3df(transW*2,-transH*2,0.0)); proj = zoom * proj; #if defined(GENERATE_METHOD_1) proj = trans * proj; #endif // set the correct render target and viewport setTarget(Imp); // draw the scene cam2->setProjectionMatrix(proj); E_CULLING_TYPE culltype = EAC_FRUSTUM_BOX; n->setAutomaticCulling(EAC_OFF); //cam2->render(); // n->setSceneManager(LocalManager); n->OnRegisterSceneNode(); LocalManager->drawAll(); n->setAutomaticCulling(culltype); //s32 numberzzz = LocalManager->getParameters()->getAttributeAsInt("culled"); // copy work buffer back s32 slot = Buffers[Imp.BufferID].SlotSize; //SceneManager->getGUIEnvironment()->getBuiltInFont()->draw(L"HI THERE!", core::rect<s32>(0, 0, slot, slot), video::SColor(), true, true); SceneManager->getVideoDriver()->setRenderTarget(Buffers[ Imp.BufferID].Texture, false, true); //SceneManager->getVideoDriver()->setRenderTarget(0); //LocalManager->getVideoDriver()->setViewPort( core::rect<s32>(0,0,TextureWidth,TextureWidth) ); s32 d = TextureWidth / slot; s32 x = (Imp.SlotID % d) * slot; s32 y = (Imp.SlotID / d) * slot; //LocalManager->getVideoDriver()->setViewPort( core::rect<s32>(0,0,TextureWidth,TextureWidth) ); /* SceneManager->getVideoDriver()->draw2DRectangle( video::SColor(127,0,0,0), core::rect<s32>(x,y,x+slot,y+slot)); SceneManager->getVideoDriver()->draw2DRectangle( video::SColor(100,0,0,0), core::rect<s32>(x,y,x+slot,y+slot)); SceneManager->getVideoDriver()->draw2DRectangle( video::SColor(100,0,0,0), core::rect<s32>(x,y,x+slot,y+slot)); */ //SceneManager->getVideoDriver()->setTransform core::rect<s32> clipRect(x,y, x+slot,y+slot); video::SMaterial m; m.MaterialTypeParam =video::pack_texureBlendFunc(video::EBF_ONE, video::EBF_ONE_MINUS_DST_ALPHA, video::EMFN_MODULATE_1X); m.MaterialType = video::EMT_ONETEXTURE_BLEND; m.Lighting=false; m.ZBuffer = false; m.ZWriteEnable = false; m.TextureLayer[0].TextureWrapU = video::ETC_CLAMP; m.setTexture(0, WorkTexture); video::S3DVertex Vertices[6]; Vertices[0] = video::S3DVertex(-1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, YDirection); Vertices[1] = video::S3DVertex(-1.0f, 1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, 0.0f); Vertices[2] = video::S3DVertex( 1.0f, 1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, 0.0f); Vertices[3] = video::S3DVertex( 1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, YDirection); Vertices[4] = video::S3DVertex(-1.0f, -1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 0.0f, YDirection); Vertices[5] = video::S3DVertex( 1.0f, 1.0f, 0.0f,1,1,0, video::SColor(255,255,255,255), 1.0f, 0.0f); const u16 i1[] = {0,1,2,3,4,5}; const u16 i2[] = {0,2,1,3,5,4}; const u16* indices = i1; core::matrix4 matrix, matrix2; if (YDirection == -1.0f) { matrix2.setScale(core::vector3df(1.0f,-1.0f,1.0f)); indices = i2; } LocalManager->getVideoDriver()->setViewPort( clipRect ); LocalManager->getVideoDriver()->setMaterial(m); SceneManager->getVideoDriver()->setTransform(video::ETS_WORLD, matrix); SceneManager->getVideoDriver()->setTransform(video::ETS_PROJECTION, matrix2); SceneManager->getVideoDriver()->setTransform(video::ETS_VIEW, matrix); SceneManager->getVideoDriver()->drawIndexedTriangleList(&Vertices[0], 6, &indices[0], 2); LocalManager->getVideoDriver()->setViewPort(core::rect<s32>(0,0,TextureWidth, TextureWidth)); //SceneManager->getVideoDriver()->draw2DImage( // WorkTexture, // core::position2di(x,y), // core::rect<s32>(0,0,slot, slot), // &clipRect, // video::SColor(255,255,255,255),true); if (DebugDataVisible & EDS_IMPOSTOR_INFO && DebugFont) { core::stringw text; video::SColor col(255,255,0,0); core::rect<s32> clip(x, y, x+slot, 0); s32 third = s32(f32(slot)*0.5f); text=L"Buf: "; text+=Imp.BufferID; clip.UpperLeftCorner.Y = y+third; clip.LowerRightCorner.Y = y+ third*2; DebugFont->draw(text.c_str(), clip, col, true, true, &clip); text=L"Region: "; text+=Imp.SlotID; clip.UpperLeftCorner.Y = y+third*2; clip.LowerRightCorner.Y = y+slot; DebugFont->draw(text.c_str(), clip, col, true, true, &clip); } //core::rect<s32> blaView = SceneManager->getVideoDriver()->getViewPort(); //SceneManager->getVideoDriver()->setTransform(video::ETS_WORLD, n->getAbsoluteTransformation()); //SceneManager->getVideoDriver()->draw3DBox(n->getBoundingBox()); // restore states SceneManager->getVideoDriver()->setRenderTarget(0, false, false); LocalManager->getVideoDriver()->setViewPort(oldView); // n->setSceneManager(oldManager); }
void CLensFlareSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); ICameraSceneNode* camera = SceneManager->getActiveCamera(); if ( !camera || !driver || !material.Texture1 ) { return; } driver->setTransform( video::ETS_WORLD, core::matrix4() ); core::vector3df campos = camera->getAbsolutePosition(); core::dimension2d<s32> sz = SceneManager->getVideoDriver()->getScreenSize(); core::vector2df mid = core::vector2df( sz.Width, sz.Height ); mid /= 2; core::position2d<s32> lp = SceneManager->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition( getAbsolutePosition(), camera ); core::vector2df lightpos = core::vector2df( lp.X, lp.Y ); core::vector2df ipos; int nframes = material.Texture1->getOriginalSize().Width / material.Texture1->getOriginalSize().Height; int imageheight = material.Texture1->getSize().Height; int texw = 8; // fix height of lens flares to 32 pixels float texp = 1.0f / nframes; // calc billboard rotation to face camera core::vector3df target = camera->getTarget(); core::vector3df up = camera->getUpVector(); core::vector3df view = target - campos; view.normalize(); core::vector3df horizontal = up.crossProduct( view ); horizontal.normalize(); core::vector3df vertical; vertical = horizontal.crossProduct( view ); vertical.normalize(); view *= -1.0f; for ( s32 i = 0; i < 4; ++i ) { vertices[i].Normal = view; } core::vector3df hor; core::vector3df ver; // set material driver->setMaterial( material ); core::vector3df pos; for ( int ax = 0; ax < nframes; ax++ ) { if ( ax == 0 ) { // first burst is 3d pos = getAbsolutePosition(); texw = imageheight * 10; } else { // calc screen position for each flare ipos = mid.getInterpolated( lightpos, ( 2.0f / nframes ) * ax ); // try to find the correspondent world coordinate for screen position pos = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates( core::position2d<s32>( int( ipos.X ), int( ipos.Y ) ), camera ).end; // try to put this position vetor near in front of camera core::vector3df dir = core::vector3df( campos - pos ).normalize(); pos = campos + ( dir * -10.0f );// put 10 units in front texw = 4; } // render flares // move texcoords to next flare in texture vertices[0].TCoords.set( ax * texp, 1.0f ); vertices[1].TCoords.set( ax * texp, 0.0f ); vertices[2].TCoords.set( ( ax + 1 ) * texp, 0.0f ); vertices[3].TCoords.set( ( ax + 1 ) * texp, 1.0f ); hor = horizontal * ( 0.5f * texw ); ver = vertical * ( 0.5f * texw ); vertices[0].Pos = pos + hor + ver; vertices[1].Pos = pos + hor - ver; vertices[2].Pos = pos - hor - ver; vertices[3].Pos = pos - hor + ver; // draw image part driver->drawIndexedTriangleList( vertices, 4, indices, 2 ); } }