Title:修改Irrlicht的FPSCamera默认光标操作
Author:kagula
Date:2012-3-26
环境:
[1]VS2010SP1
[2]Irrlicht1.7.3
正文:
FPSCamera默认移动鼠标就改变视图区域(头转到哪里),现在我们要把它改成
按住鼠标左键,才改变视图区域。
[S1]打开..\irrlicht-1.7.3\source\Irrlicht\CSceneNodeAnimatorCameraFPS.h文件
用下面的源文件内容替换
// Copyright (C) 2002-2010 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
#define __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
#include "ISceneNodeAnimatorCameraFPS.h"
#include "vector2d.h"
#include "position2d.h"
#include "SKeyMap.h"
#include "irrArray.h"
namespace irr
{
namespace gui
{
class ICursorControl;
}
namespace scene
{
//! Special scene node animator for FPS cameras
class CSceneNodeAnimatorCameraFPS : public ISceneNodeAnimatorCameraFPS
{
public:
//! Constructor
CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl,
f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, f32 jumpSpeed=0.f,
SKeyMap* keyMapArray=0, u32 keyMapSize=0, bool noVerticalMovement=false,
bool invertY=false);
//! Destructor
virtual ~CSceneNodeAnimatorCameraFPS();
//! Animates the scene node, currently only works on cameras
virtual void animateNode(ISceneNode* node, u32 timeMs);
//! Event receiver
virtual bool OnEvent(const SEvent& event);
//! Returns the speed of movement in units per second
virtual f32 getMoveSpeed() const;
//! Sets the speed of movement in units per second
virtual void setMoveSpeed(f32 moveSpeed);
//! Returns the rotation speed
virtual f32 getRotateSpeed() const;
//! Set the rotation speed
virtual void setRotateSpeed(f32 rotateSpeed);
//! Sets the keyboard mapping for this animator
//! \param keymap: an array of keyboard mappings, see SKeyMap
//! \param count: the size of the keyboard map array
virtual void setKeyMap(SKeyMap *map, u32 count);
//! Sets whether vertical movement should be allowed.
virtual void setVerticalMovement(bool allow);
//! Sets whether the Y axis of the mouse should be inverted.
/** If enabled then moving the mouse down will cause
the camera to look up. It is disabled by default. */
virtual void setInvertMouse(bool invert);
//! This animator will receive events when attached to the active camera
virtual bool isEventReceiverEnabled() const
{
return true;
}
//! Returns the type of this animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const
{
return ESNAT_CAMERA_FPS;
}
//! Creates a clone of this animator.
/** Please note that you will have to drop
(IReferenceCounted::drop()) the returned pointer once you're
done with it. */
virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0);
struct SCamKeyMap
{
SCamKeyMap() {};
SCamKeyMap(s32 a, EKEY_CODE k) : action(a), keycode(k) {}
s32 action;
EKEY_CODE keycode;
};
//! Sets the keyboard mapping for this animator
/** Helper function for the clone method.
\param keymap the new keymap array */
void setKeyMap(const core::array<SCamKeyMap>& keymap);
private:
void allKeysUp();
gui::ICursorControl *CursorControl;
f32 MaxVerticalAngle;
f32 MoveSpeed;
f32 RotateSpeed;
f32 JumpSpeed;
// -1.0f for inverted mouse, defaults to 1.0f
f32 MouseYDirection;
s32 LastAnimationTime;
core::array<SCamKeyMap> KeyMap;
//core::position2d<f32> CenterCursor, CursorPos;//comment by lijun
//add by lijun
bool m_bLeftPressed;
core::position2d<f32> OldCursor, CursorPos;
bool CursorKeys[6];
bool firstUpdate;
bool NoVerticalMovement;
};
} // end namespace scene
} // end namespace irr
#endif // __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
[S2]打开..\irrlicht-1.7.3\source\Irrlicht\CSceneNodeAnimatorCameraFPS.cpp文件
用下面的源文件内容替换
// Copyright (C) 2002-2010 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)
{
if(evt.MouseInput.isLeftPressed()==true)
{
CursorPos = CursorControl->getRelativePosition();
m_bLeftPressed = true;
return true;
}
else
{
OldCursor = CursorControl->getRelativePosition();
m_bLeftPressed = false;
}
}
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 = OldCursor = 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 != OldCursor&&m_bLeftPressed)
{
relativeRotation.Y -= (OldCursor.X - CursorPos.X) * RotateSpeed;
relativeRotation.X -= (OldCursor.Y - 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);
OldCursor = CursorControl->getRelativePosition();
// needed to avoid problems when the event receiver is disabled
CursorPos = OldCursor;
}
}
// 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
[S3]重新编译Irrlicht1.7.3即可