assimp/tools/assimp_view/Input.cpp

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//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#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)
{
D3DXMatrixRotationAxis( &matRotation, (D3DXVECTOR3*)& g_sCamera.vRight, D3DXToRadian((float)nYDiff / 3.0f));
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);
D3DXMatrixRotationAxis( &matRotation, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 3.0f) );
D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt, &matRotation );
D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vUp,(D3DXVECTOR3*) &g_sCamera.vUp, &matRotation );
}
}
g_LastmousePos.x = g_mousePos.x;
g_LastmousePos.y = g_mousePos.y;
}
//-------------------------------------------------------------------------------
// 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;
// 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;
}
};