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