Input.cpp 8.7 KB

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  1. //-------------------------------------------------------------------------------
  2. /**
  3. * This program is distributed under the terms of the GNU Lesser General
  4. * Public License (LGPL).
  5. *
  6. * ASSIMP Viewer Utility
  7. *
  8. */
  9. //-------------------------------------------------------------------------------
  10. #include "stdafx.h"
  11. #include "assimp_view.h"
  12. namespace AssimpView {
  13. //-------------------------------------------------------------------------------
  14. // Handle mouse input for the FPS input behaviour
  15. //
  16. // Movement in x and y axis is possible
  17. //-------------------------------------------------------------------------------
  18. void HandleMouseInputFPS( void )
  19. {
  20. POINT mousePos;
  21. GetCursorPos( &mousePos );
  22. ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
  23. g_mousePos.x = mousePos.x;
  24. g_mousePos.y = mousePos.y;
  25. D3DXMATRIX matRotation;
  26. if (g_bMousePressed)
  27. {
  28. int nXDiff = (g_mousePos.x - g_LastmousePos.x);
  29. int nYDiff = (g_mousePos.y - g_LastmousePos.y);
  30. if( 0 != nYDiff)
  31. {
  32. D3DXMatrixRotationAxis( &matRotation, (D3DXVECTOR3*)& g_sCamera.vRight, D3DXToRadian((float)nYDiff / 3.0f));
  33. D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)& g_sCamera.vLookAt, &matRotation );
  34. D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vUp, &matRotation );
  35. }
  36. if( 0 != nXDiff )
  37. {
  38. D3DXVECTOR3 v(0,1,0);
  39. D3DXMatrixRotationAxis( &matRotation, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 3.0f) );
  40. D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt, &matRotation );
  41. D3DXVec3TransformCoord( (D3DXVECTOR3*)&g_sCamera.vUp,(D3DXVECTOR3*) &g_sCamera.vUp, &matRotation );
  42. }
  43. }
  44. g_LastmousePos.x = g_mousePos.x;
  45. g_LastmousePos.y = g_mousePos.y;
  46. }
  47. //-------------------------------------------------------------------------------
  48. // handle mouse input for the light rotation
  49. //
  50. // Axes: global x/y axis
  51. //-------------------------------------------------------------------------------
  52. void HandleMouseInputLightRotate( void )
  53. {
  54. POINT mousePos;
  55. GetCursorPos( &mousePos );
  56. ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
  57. g_mousePos.x = mousePos.x;
  58. g_mousePos.y = mousePos.y;
  59. if (g_bMousePressedR)
  60. {
  61. int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
  62. int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
  63. aiVector3D v = aiVector3D(1.0f,0.0f,0.0f);
  64. aiMatrix4x4 mTemp;
  65. D3DXMatrixRotationAxis( (D3DXMATRIX*) &mTemp, (D3DXVECTOR3*)&v, D3DXToRadian((float)nYDiff / 2.0f));
  66. D3DXVec3TransformCoord((D3DXVECTOR3*)&g_avLightDirs[0],
  67. (const D3DXVECTOR3*)&g_avLightDirs[0],(const D3DXMATRIX*)&mTemp);
  68. v = aiVector3D(0.0f,1.0f,0.0f);
  69. D3DXMatrixRotationAxis( (D3DXMATRIX*) &mTemp, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 2.0f));
  70. D3DXVec3TransformCoord((D3DXVECTOR3*)&g_avLightDirs[0],
  71. (const D3DXVECTOR3*)&g_avLightDirs[0],(const D3DXMATRIX*)&mTemp);
  72. }
  73. return;
  74. }
  75. //-------------------------------------------------------------------------------
  76. // Handle mouse input for movements of the skybox
  77. //
  78. // The skybox can be moved by holding both the left and the right mouse button
  79. // pressed. Rotation is possible in x and y direction.
  80. //-------------------------------------------------------------------------------
  81. void HandleMouseInputSkyBox( void )
  82. {
  83. POINT mousePos;
  84. GetCursorPos( &mousePos );
  85. ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
  86. g_mousePos.x = mousePos.x;
  87. g_mousePos.y = mousePos.y;
  88. aiMatrix4x4 matRotation;
  89. if (g_bMousePressedBoth )
  90. {
  91. int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
  92. int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
  93. aiMatrix4x4 matWorld;
  94. if( 0 != nYDiff)
  95. {
  96. aiVector3D v = aiVector3D(1.0f,0.0f,0.0f);
  97. D3DXMatrixRotationAxis( (D3DXMATRIX*) &matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nYDiff / 2.0f));
  98. CBackgroundPainter::Instance().RotateSB(&matWorld);
  99. }
  100. if( 0 != nXDiff)
  101. {
  102. aiMatrix4x4 matWorldOld;
  103. if( 0 != nYDiff)
  104. {
  105. matWorldOld = matWorld;
  106. }
  107. aiVector3D v = aiVector3D(0.0f,1.0f,0.0f);
  108. D3DXMatrixRotationAxis( (D3DXMATRIX*)&matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 2.0f) );
  109. matWorld = matWorldOld * matWorld;
  110. CBackgroundPainter::Instance().RotateSB(&matWorld);
  111. }
  112. }
  113. }
  114. //-------------------------------------------------------------------------------
  115. //-------------------------------------------------------------------------------
  116. void HandleMouseInputLightIntensityAndColor( void )
  117. {
  118. POINT mousePos;
  119. GetCursorPos( &mousePos );
  120. ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
  121. g_mousePos.x = mousePos.x;
  122. g_mousePos.y = mousePos.y;
  123. if (g_bMousePressedM)
  124. {
  125. int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
  126. int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
  127. g_fLightIntensity -= (float)nXDiff / 400.0f;
  128. if ((nYDiff > 2 || nYDiff < -2) && (nXDiff < 20 && nXDiff > -20))
  129. {
  130. if (!g_bFPSView)
  131. {
  132. g_sCamera.vPos.z += nYDiff / 120.0f;
  133. }
  134. else
  135. {
  136. g_sCamera.vPos += (nYDiff / 120.0f) * g_sCamera.vLookAt.Normalize();
  137. }
  138. }
  139. }
  140. return;
  141. }
  142. //-------------------------------------------------------------------------------
  143. //-------------------------------------------------------------------------------
  144. void HandleMouseInputLocal( void )
  145. {
  146. POINT mousePos;
  147. GetCursorPos( &mousePos );
  148. ScreenToClient( GetDlgItem(g_hDlg,IDC_RT), &mousePos );
  149. g_mousePos.x = mousePos.x;
  150. g_mousePos.y = mousePos.y;
  151. aiMatrix4x4 matRotation;
  152. if (g_bMousePressed)
  153. {
  154. int nXDiff = -(g_mousePos.x - g_LastmousePos.x);
  155. int nYDiff = -(g_mousePos.y - g_LastmousePos.y);
  156. aiMatrix4x4 matWorld;
  157. if (g_eClick != EClickPos_Outside)
  158. {
  159. if( 0 != nYDiff && g_eClick != EClickPos_CircleHor)
  160. {
  161. aiVector3D v = aiVector3D(1.0f,0.0f,0.0f);
  162. D3DXMatrixRotationAxis( (D3DXMATRIX*) &matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nYDiff / 2.0f));
  163. g_mWorldRotate = g_mWorldRotate * matWorld;
  164. }
  165. if( 0 != nXDiff && g_eClick != EClickPos_CircleVert)
  166. {
  167. aiVector3D v = aiVector3D(0.0f,1.0f,0.0f);
  168. D3DXMatrixRotationAxis( (D3DXMATRIX*)&matWorld, (D3DXVECTOR3*)&v, D3DXToRadian((float)nXDiff / 2.0f) );
  169. g_mWorldRotate = g_mWorldRotate * matWorld;
  170. }
  171. }
  172. else
  173. {
  174. if(0 != nYDiff || 0 != nXDiff)
  175. {
  176. // rotate around the z-axis
  177. RECT sRect;
  178. GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
  179. sRect.right -= sRect.left;
  180. sRect.bottom -= sRect.top;
  181. int xPos = g_mousePos.x - sRect.right/2;
  182. int yPos = g_mousePos.y - sRect.bottom/2;
  183. float fXDist = (float)xPos;
  184. float fYDist = (float)yPos / sqrtf((float)(yPos * yPos + xPos * xPos));
  185. bool bSign1;
  186. if (fXDist < 0.0f)bSign1 = false;
  187. else bSign1 = true;
  188. float fAngle = asin(fYDist);
  189. xPos = g_LastmousePos.x - sRect.right/2;
  190. yPos = g_LastmousePos.y - sRect.bottom/2;
  191. fXDist = (float)xPos;
  192. fYDist = (float)yPos / sqrtf((float)(yPos * yPos + xPos * xPos));
  193. bool bSign2;
  194. if (fXDist < 0.0f)bSign2 = false;
  195. else bSign2 = true;
  196. float fAngle2 = asin(fYDist);
  197. fAngle -= fAngle2;
  198. if (bSign1 != bSign2)
  199. {
  200. g_bInvert = !g_bInvert;
  201. }
  202. if (g_bInvert)fAngle *= -1.0f;
  203. aiVector3D v = aiVector3D(0.0f,0.0f,1.0f);
  204. D3DXMatrixRotationAxis( (D3DXMATRIX*)&matWorld, (D3DXVECTOR3*)&v, (float) (fAngle * 1.2) );
  205. g_mWorldRotate = g_mWorldRotate * matWorld;
  206. }
  207. }
  208. }
  209. g_LastmousePos.x = g_mousePos.x;
  210. g_LastmousePos.y = g_mousePos.y;
  211. }
  212. //-------------------------------------------------------------------------------
  213. //-------------------------------------------------------------------------------
  214. void HandleKeyboardInputFPS( void )
  215. {
  216. unsigned char keys[256];
  217. GetKeyboardState( keys );
  218. aiVector3D tmpLook = g_sCamera.vLookAt;
  219. aiVector3D tmpRight = g_sCamera.vRight;
  220. // Up Arrow Key - View moves forward
  221. if( keys[VK_UP] & 0x80 )
  222. g_sCamera.vPos -= (tmpLook*-MOVE_SPEED)*g_fElpasedTime;
  223. // Down Arrow Key - View moves backward
  224. if( keys[VK_DOWN] & 0x80 )
  225. g_sCamera.vPos += (tmpLook*-MOVE_SPEED)*g_fElpasedTime;
  226. // Left Arrow Key - View side-steps or strafes to the left
  227. if( keys[VK_LEFT] & 0x80 )
  228. g_sCamera.vPos -= (tmpRight*MOVE_SPEED)*g_fElpasedTime;
  229. // Right Arrow Key - View side-steps or strafes to the right
  230. if( keys[VK_RIGHT] & 0x80 )
  231. g_sCamera.vPos += (tmpRight*MOVE_SPEED)*g_fElpasedTime;
  232. // Home Key - View elevates up
  233. if( keys[VK_HOME] & 0x80 )
  234. g_sCamera.vPos .y += MOVE_SPEED*g_fElpasedTime;
  235. // End Key - View elevates down
  236. if( keys[VK_END] & 0x80 )
  237. g_sCamera.vPos.y -= MOVE_SPEED*g_fElpasedTime;
  238. }
  239. };