void CCameraMayaSceneNode::animate() { //Alt + LM = Rotieren um KameraDrehpunkt //Alt + LM + MM = Dolly vor/zurück in Kamerablickrichtung (Geschwindigkeit % von Abstand Kamera zu Drehpunkt - Maximalweg zum Kameradrehpunkt) //Alt + MM = Verschieben in Kameraebene (Bildmitte hängt vom Tempo ungefähr am Mauszeiger) const SViewFrustum* va = 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); 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, core::vector3df(0,0,0)); UpVector.rotateXZBy(-nRotX+180.f, core::vector3df(0,0,0)); /*if (nRotY < 0.0f) nRotY *= -1.0f; nRotY = (f32)fmod(nRotY, 360.0f); if (nRotY >= 90.0f && nRotY <= 270.0f) UpVector.set(0, -1, 0); else UpVector.set(0, 1, 0);*/ }
//! 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 CCameraMayaSceneNode::animate() { //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) const SViewFrustum* va = 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); 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, core::vector3df(0,0,0)); UpVector.rotateXZBy(-nRotX+180.f, core::vector3df(0,0,0)); /*if (nRotY < 0.0f) nRotY *= -1.0f; nRotY = (f32)fmod(nRotY, 360.0f); if (nRotY >= 90.0f && nRotY <= 270.0f) UpVector.set(0, -1, 0); else UpVector.set(0, 1, 0);*/ }
//! 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(); }