/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2024, assimp team 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. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. 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. --------------------------------------------------------------------------- */ #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 / 6.0f)); 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*)&g_sCamera.vUp, D3DXToRadian((float)nXDiff / 6.0f) ); D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt, &matRotation ); D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vRight,(D3DXVECTOR3*) &g_sCamera.vRight, &matRotation ); } } g_LastmousePos.x = g_mousePos.x; g_LastmousePos.y = g_mousePos.y; } //------------------------------------------------------------------------------- // 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; } //------------------------------------------------------------------------------- // 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() { 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; aiVector3D vOldPos = g_sCamera.vPos; // 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; } //------------------------------------------------------------------------------- //------------------------------------------------------------------------------- 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 ); } };