2008-05-09 17:24:28 +00:00
|
|
|
/*
|
|
|
|
---------------------------------------------------------------------------
|
2012-02-03 03:38:30 +00:00
|
|
|
Open Asset Import Library (assimp)
|
2008-05-09 17:24:28 +00:00
|
|
|
---------------------------------------------------------------------------
|
|
|
|
|
2012-02-03 03:38:30 +00:00
|
|
|
Copyright (c) 2006-2012, assimp team
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
All rights reserved.
|
|
|
|
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
|
|
with or without modification, are permitted provided that the following
|
|
|
|
conditions are met:
|
|
|
|
|
|
|
|
* Redistributions of source code must retain the above
|
|
|
|
copyright notice, this list of conditions and the
|
|
|
|
following disclaimer.
|
|
|
|
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
|
|
copyright notice, this list of conditions and the
|
|
|
|
following disclaimer in the documentation and/or other
|
|
|
|
materials provided with the distribution.
|
|
|
|
|
2012-02-03 03:38:30 +00:00
|
|
|
* Neither the name of the assimp team, nor the names of its
|
2008-05-09 17:24:28 +00:00
|
|
|
contributors may be used to endorse or promote products
|
|
|
|
derived from this software without specific prior
|
2012-02-03 03:38:30 +00:00
|
|
|
written permission of the assimp team.
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
---------------------------------------------------------------------------
|
2008-05-05 12:36:31 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
#include "assimp_view.h"
|
|
|
|
|
|
|
|
namespace AssimpView {
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
// Handle mouse input for the FPS input behaviour
|
|
|
|
//
|
|
|
|
// Movement in x and y axis is possible
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleMouseInputFPS( void )
|
|
|
|
{
|
|
|
|
POINT mousePos;
|
|
|
|
GetCursorPos( &mousePos );
|
|
|
|
ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
|
|
|
|
|
|
|
|
g_mousePos.x = mousePos.x;
|
|
|
|
g_mousePos.y = mousePos.y;
|
|
|
|
|
|
|
|
D3DXMATRIX matRotation;
|
|
|
|
|
|
|
|
if (g_bMousePressed)
|
|
|
|
{
|
|
|
|
int nXDiff = (g_mousePos.x - g_LastmousePos.x);
|
|
|
|
int nYDiff = (g_mousePos.y - g_LastmousePos.y);
|
|
|
|
|
|
|
|
if( 0 != nYDiff)
|
|
|
|
{
|
2008-10-13 16:45:48 +00:00
|
|
|
D3DXMatrixRotationAxis( &matRotation, (D3DXVECTOR3*)& g_sCamera.vRight, D3DXToRadian((float)nYDiff / 6.0f));
|
2008-05-05 12:36:31 +00:00
|
|
|
D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)& g_sCamera.vLookAt, &matRotation );
|
|
|
|
D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vUp, &matRotation );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( 0 != nXDiff )
|
|
|
|
{
|
|
|
|
D3DXVECTOR3 v(0,1,0);
|
2008-10-27 00:36:26 +00:00
|
|
|
D3DXMatrixRotationAxis( &matRotation, (D3DXVECTOR3*)&g_sCamera.vUp, D3DXToRadian((float)nXDiff / 6.0f) );
|
2008-05-05 12:36:31 +00:00
|
|
|
D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt, &matRotation );
|
2008-10-27 00:36:26 +00:00
|
|
|
D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vRight,(D3DXVECTOR3*) &g_sCamera.vRight, &matRotation );
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
g_LastmousePos.x = g_mousePos.x;
|
|
|
|
g_LastmousePos.y = g_mousePos.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2008-05-13 23:26:52 +00:00
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
// Handle mouse input for the FPS input behaviour
|
|
|
|
//
|
|
|
|
// Movement in x and y axis is possible
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleMouseInputTextureView( void )
|
|
|
|
{
|
|
|
|
POINT mousePos;
|
|
|
|
GetCursorPos( &mousePos );
|
|
|
|
ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
|
|
|
|
|
|
|
|
g_mousePos.x = mousePos.x;
|
|
|
|
g_mousePos.y = mousePos.y;
|
|
|
|
|
|
|
|
D3DXMATRIX matRotation;
|
|
|
|
|
|
|
|
if (g_bMousePressed)
|
|
|
|
{
|
|
|
|
CDisplay::Instance().SetTextureViewOffsetX((float)(g_mousePos.x - g_LastmousePos.x));
|
|
|
|
CDisplay::Instance().SetTextureViewOffsetY((float)(g_mousePos.y - g_LastmousePos.y));
|
|
|
|
}
|
|
|
|
|
|
|
|
g_LastmousePos.x = g_mousePos.x;
|
|
|
|
g_LastmousePos.y = g_mousePos.y;
|
|
|
|
}
|
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
// handle mouse input for the light rotation
|
|
|
|
//
|
|
|
|
// Axes: global x/y axis
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleMouseInputLightRotate( void )
|
|
|
|
{
|
|
|
|
POINT mousePos;
|
|
|
|
GetCursorPos( &mousePos );
|
|
|
|
ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
|
|
|
|
|
|
|
|
g_mousePos.x = mousePos.x;
|
|
|
|
g_mousePos.y = mousePos.y;
|
|
|
|
|
|
|
|
if (g_bMousePressedR)
|
|
|
|
{
|
|
|
|
int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
|
|
|
|
int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
|
|
|
|
|
|
|
|
aiVector3D v = aiVector3D(1.0f,0.0f,0.0f);
|
|
|
|
aiMatrix4x4 mTemp;
|
|
|
|
D3DXMatrixRotationAxis( (D3DXMATRIX*) &mTemp, (D3DXVECTOR3*)&v, D3DXToRadian((float)nYDiff / 2.0f));
|
|
|
|
D3DXVec3TransformCoord((D3DXVECTOR3*)&g_avLightDirs[0],
|
|
|
|
(const D3DXVECTOR3*)&g_avLightDirs[0],(const D3DXMATRIX*)&mTemp);
|
|
|
|
|
|
|
|
v = aiVector3D(0.0f,1.0f,0.0f);
|
|
|
|
D3DXMatrixRotationAxis( (D3DXMATRIX*) &mTemp, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 2.0f));
|
|
|
|
D3DXVec3TransformCoord((D3DXVECTOR3*)&g_avLightDirs[0],
|
|
|
|
(const D3DXVECTOR3*)&g_avLightDirs[0],(const D3DXMATRIX*)&mTemp);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
// Handle mouse input for movements of the skybox
|
|
|
|
//
|
|
|
|
// The skybox can be moved by holding both the left and the right mouse button
|
|
|
|
// pressed. Rotation is possible in x and y direction.
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleMouseInputSkyBox( void )
|
|
|
|
{
|
|
|
|
POINT mousePos;
|
|
|
|
GetCursorPos( &mousePos );
|
|
|
|
ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
|
|
|
|
|
|
|
|
g_mousePos.x = mousePos.x;
|
|
|
|
g_mousePos.y = mousePos.y;
|
|
|
|
|
|
|
|
aiMatrix4x4 matRotation;
|
|
|
|
|
|
|
|
if (g_bMousePressedBoth )
|
|
|
|
{
|
|
|
|
int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
|
|
|
|
int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
|
|
|
|
|
|
|
|
aiMatrix4x4 matWorld;
|
|
|
|
|
|
|
|
if( 0 != nYDiff)
|
|
|
|
{
|
|
|
|
aiVector3D v = aiVector3D(1.0f,0.0f,0.0f);
|
|
|
|
D3DXMatrixRotationAxis( (D3DXMATRIX*) &matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nYDiff / 2.0f));
|
|
|
|
CBackgroundPainter::Instance().RotateSB(&matWorld);
|
|
|
|
}
|
|
|
|
|
|
|
|
if( 0 != nXDiff)
|
|
|
|
{
|
|
|
|
aiMatrix4x4 matWorldOld;
|
|
|
|
if( 0 != nYDiff)
|
|
|
|
{
|
|
|
|
matWorldOld = matWorld;
|
|
|
|
}
|
|
|
|
|
|
|
|
aiVector3D v = aiVector3D(0.0f,1.0f,0.0f);
|
|
|
|
D3DXMatrixRotationAxis( (D3DXMATRIX*)&matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 2.0f) );
|
|
|
|
matWorld = matWorldOld * matWorld;
|
|
|
|
CBackgroundPainter::Instance().RotateSB(&matWorld);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleMouseInputLightIntensityAndColor( void )
|
|
|
|
{
|
|
|
|
POINT mousePos;
|
|
|
|
GetCursorPos( &mousePos );
|
|
|
|
ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
|
|
|
|
|
|
|
|
g_mousePos.x = mousePos.x;
|
|
|
|
g_mousePos.y = mousePos.y;
|
|
|
|
|
|
|
|
if (g_bMousePressedM)
|
|
|
|
{
|
|
|
|
int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
|
|
|
|
int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
|
|
|
|
|
|
|
|
g_fLightIntensity -= (float)nXDiff / 400.0f;
|
|
|
|
if ((nYDiff > 2 || nYDiff < -2) && (nXDiff < 20 && nXDiff > -20))
|
|
|
|
{
|
|
|
|
if (!g_bFPSView)
|
|
|
|
{
|
|
|
|
g_sCamera.vPos.z += nYDiff / 120.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
g_sCamera.vPos += (nYDiff / 120.0f) * g_sCamera.vLookAt.Normalize();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleMouseInputLocal( void )
|
|
|
|
{
|
|
|
|
POINT mousePos;
|
|
|
|
GetCursorPos( &mousePos );
|
|
|
|
ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
|
|
|
|
|
|
|
|
g_mousePos.x = mousePos.x;
|
|
|
|
g_mousePos.y = mousePos.y;
|
|
|
|
|
|
|
|
aiMatrix4x4 matRotation;
|
|
|
|
|
|
|
|
if (g_bMousePressed)
|
|
|
|
{
|
|
|
|
int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
|
|
|
|
int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
|
|
|
|
|
|
|
|
aiMatrix4x4 matWorld;
|
|
|
|
if (g_eClick != EClickPos_Outside)
|
|
|
|
{
|
|
|
|
if( 0 != nYDiff && g_eClick != EClickPos_CircleHor)
|
|
|
|
{
|
|
|
|
aiVector3D v = aiVector3D(1.0f,0.0f,0.0f);
|
|
|
|
D3DXMatrixRotationAxis( (D3DXMATRIX*) &matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nYDiff / 2.0f));
|
|
|
|
g_mWorldRotate = g_mWorldRotate * matWorld;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( 0 != nXDiff && g_eClick != EClickPos_CircleVert)
|
|
|
|
{
|
|
|
|
aiVector3D v = aiVector3D(0.0f,1.0f,0.0f);
|
|
|
|
D3DXMatrixRotationAxis( (D3DXMATRIX*)&matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 2.0f) );
|
|
|
|
g_mWorldRotate = g_mWorldRotate * matWorld;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(0 != nYDiff || 0 != nXDiff)
|
|
|
|
{
|
|
|
|
// rotate around the z-axis
|
|
|
|
RECT sRect;
|
|
|
|
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
|
|
|
|
sRect.right -= sRect.left;
|
|
|
|
sRect.bottom -= sRect.top;
|
|
|
|
|
|
|
|
int xPos = g_mousePos.x - sRect.right/2;
|
|
|
|
int yPos = g_mousePos.y - sRect.bottom/2;
|
|
|
|
float fXDist = (float)xPos;
|
|
|
|
float fYDist = (float)yPos / sqrtf((float)(yPos * yPos + xPos * xPos));
|
|
|
|
|
|
|
|
bool bSign1;
|
|
|
|
if (fXDist < 0.0f)bSign1 = false;
|
|
|
|
else bSign1 = true;
|
|
|
|
float fAngle = asin(fYDist);
|
|
|
|
|
|
|
|
xPos = g_LastmousePos.x - sRect.right/2;
|
|
|
|
yPos = g_LastmousePos.y - sRect.bottom/2;
|
|
|
|
|
|
|
|
fXDist = (float)xPos;
|
|
|
|
fYDist = (float)yPos / sqrtf((float)(yPos * yPos + xPos * xPos));
|
|
|
|
|
|
|
|
bool bSign2;
|
|
|
|
if (fXDist < 0.0f)bSign2 = false;
|
|
|
|
else bSign2 = true;
|
|
|
|
float fAngle2 = asin(fYDist);
|
|
|
|
fAngle -= fAngle2;
|
|
|
|
|
|
|
|
if (bSign1 != bSign2)
|
|
|
|
{
|
|
|
|
g_bInvert = !g_bInvert;
|
|
|
|
}
|
|
|
|
if (g_bInvert)fAngle *= -1.0f;
|
|
|
|
|
|
|
|
aiVector3D v = aiVector3D(0.0f,0.0f,1.0f);
|
|
|
|
D3DXMatrixRotationAxis( (D3DXMATRIX*)&matWorld, (D3DXVECTOR3*)&v, (float) (fAngle * 1.2) );
|
|
|
|
g_mWorldRotate = g_mWorldRotate * matWorld;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
g_LastmousePos.x = g_mousePos.x;
|
|
|
|
g_LastmousePos.y = g_mousePos.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleKeyboardInputFPS( void )
|
|
|
|
{
|
|
|
|
unsigned char keys[256];
|
|
|
|
GetKeyboardState( keys );
|
|
|
|
|
|
|
|
aiVector3D tmpLook = g_sCamera.vLookAt;
|
|
|
|
aiVector3D tmpRight = g_sCamera.vRight;
|
|
|
|
|
2008-05-13 23:26:52 +00:00
|
|
|
aiVector3D vOldPos = g_sCamera.vPos;
|
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
// Up Arrow Key - View moves forward
|
|
|
|
if( keys[VK_UP] & 0x80 )
|
|
|
|
g_sCamera.vPos -= (tmpLook*-MOVE_SPEED)*g_fElpasedTime;
|
|
|
|
|
|
|
|
// Down Arrow Key - View moves backward
|
|
|
|
if( keys[VK_DOWN] & 0x80 )
|
|
|
|
g_sCamera.vPos += (tmpLook*-MOVE_SPEED)*g_fElpasedTime;
|
|
|
|
|
|
|
|
// Left Arrow Key - View side-steps or strafes to the left
|
|
|
|
if( keys[VK_LEFT] & 0x80 )
|
|
|
|
g_sCamera.vPos -= (tmpRight*MOVE_SPEED)*g_fElpasedTime;
|
|
|
|
|
|
|
|
// Right Arrow Key - View side-steps or strafes to the right
|
|
|
|
if( keys[VK_RIGHT] & 0x80 )
|
|
|
|
g_sCamera.vPos += (tmpRight*MOVE_SPEED)*g_fElpasedTime;
|
|
|
|
|
|
|
|
// Home Key - View elevates up
|
|
|
|
if( keys[VK_HOME] & 0x80 )
|
|
|
|
g_sCamera.vPos .y += MOVE_SPEED*g_fElpasedTime;
|
|
|
|
|
|
|
|
// End Key - View elevates down
|
|
|
|
if( keys[VK_END] & 0x80 )
|
|
|
|
g_sCamera.vPos.y -= MOVE_SPEED*g_fElpasedTime;
|
2008-05-13 23:26:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
void HandleKeyboardInputTextureView( void )
|
|
|
|
{
|
|
|
|
unsigned char keys[256];
|
|
|
|
GetKeyboardState( keys );
|
|
|
|
|
|
|
|
// Up Arrow Key
|
|
|
|
if( keys[VK_UP] & 0x80 )
|
|
|
|
CDisplay::Instance().SetTextureViewOffsetY ( g_fElpasedTime * 150.0f );
|
|
|
|
|
|
|
|
// Down Arrow Key
|
|
|
|
if( keys[VK_DOWN] & 0x80 )
|
|
|
|
CDisplay::Instance().SetTextureViewOffsetY ( -g_fElpasedTime * 150.0f );
|
|
|
|
|
|
|
|
// Left Arrow Key
|
|
|
|
if( keys[VK_LEFT] & 0x80 )
|
|
|
|
CDisplay::Instance().SetTextureViewOffsetX ( g_fElpasedTime * 150.0f );
|
|
|
|
|
|
|
|
// Right Arrow Key
|
|
|
|
if( keys[VK_RIGHT] & 0x80 )
|
|
|
|
CDisplay::Instance().SetTextureViewOffsetX ( -g_fElpasedTime * 150.0f );
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
|
|
|
};
|