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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2010, ASSIMP Development 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 Development 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.
- ---------------------------------------------------------------------------
- */
- using System.Drawing;
- using System.Windows.Forms;
- using Microsoft.DirectX;
- using Microsoft.DirectX.Direct3D;
- using System;
-
- namespace Assimp.Viewer
- {
- partial class AssimpView {
- private EClickPos g_eClick = EClickPos.Circle;
-
- private bool g_bMousePressed;
- private bool g_bMousePressedR;
- private bool g_bMousePressedM;
- private bool g_bMousePressedBoth;
-
- private Point g_mousePos;
- private Point g_LastmousePos;
- private bool g_bInvert;
-
- #if false
- //-------------------------------------------------------------------------------
- // Handle mouse input for the FPS input behaviour
- //
- // Movement in x and y axis is possible
- //-------------------------------------------------------------------------------
- private void HandleMouseInputFPS()
- {
- Point mousePos;
- mousePos = Control.MousePosition;
- mousePos = PointToClient(mousePos);
-
- g_mousePos.X = mousePos.X;
- g_mousePos.Y = mousePos.Y;
-
- Matrix 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
- //-------------------------------------------------------------------------------
- private void HandleMouseInputLightRotate()
- {
- Point mousePos;
- mousePos = Control.MousePosition;
- mousePos = PointToClient(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);
-
- Vector3 v = new Vector3(1.0f,0.0f,0.0f);
- Matrix mTemp;
- mTemp = Matrix.RotationAxis(v, Geometry.DegreeToRadian((float)nYDiff / 2.0f));
- D3DXMatrixRotationAxis( (D3DXMATRIX*) &mTemp, (D3DXVECTOR3*)&v, D3DXToRadian((float)nYDiff / 2.0f));
- Vector3.TransformCoordinate(
- 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);
- }
- }
-
-
- //-------------------------------------------------------------------------------
- // 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;
- }
- #endif
-
- //-------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------
- private void HandleMouseInputLocal()
- {
- Point mousePos;
- mousePos = Control.MousePosition;
- mousePos = PointToClient(mousePos);
-
- g_mousePos.X = mousePos.X;
- g_mousePos.Y = mousePos.Y;
-
- if (g_bMousePressed)
- {
- int nXDiff = -(g_mousePos.X - g_LastmousePos.X);
- int nYDiff = -(g_mousePos.Y - g_LastmousePos.Y);
-
- Matrix matWorld;
- if (g_eClick != EClickPos.Outside)
- {
- if( 0 != nYDiff && g_eClick != EClickPos.CircleHor)
- {
- Vector3 v = new Vector3(1.0f,0.0f,0.0f);
- matWorld = Matrix.RotationAxis(v, Geometry.DegreeToRadian((float)nYDiff / 2.0f));
- g_mWorldRotate = g_mWorldRotate * matWorld;
- }
-
- if( 0 != nXDiff && g_eClick != EClickPos.CircleVert)
- {
- Vector3 v = new Vector3(0.0f,1.0f,0.0f);
- matWorld = Matrix.RotationAxis(v, Geometry.DegreeToRadian((float)nXDiff / 2.0f));
- g_mWorldRotate = g_mWorldRotate * matWorld;
- }
- }
- else
- {
- if(0 != nYDiff || 0 != nXDiff)
- {
- var sRect = new Rectangle(Point.Empty, this.Size);
-
- // rotate around the z-axis
- int xPos = g_mousePos.X - sRect.Right/2;
- int yPos = g_mousePos.Y - sRect.Bottom/2;
- float fXDist = (float)xPos;
- float fYDist = (float)yPos / (float)Math.Sqrt(yPos * yPos + xPos * xPos);
-
- bool bSign1;
- if (fXDist < 0.0f)bSign1 = false;
- else bSign1 = true;
- float fAngle = (float)Math.Asin(fYDist);
-
- xPos = g_LastmousePos.X - sRect.Right/2;
- yPos = g_LastmousePos.Y - sRect.Bottom/2;
-
- fXDist = (float)xPos;
- fYDist = (float)yPos / (float)Math.Sqrt(yPos * yPos + xPos * xPos);
-
- bool bSign2;
- if (fXDist < 0.0f)bSign2 = false;
- else bSign2 = true;
- float fAngle2 = (float)Math.Asin(fYDist);
- fAngle -= fAngle2;
-
- if (bSign1 != bSign2)
- {
- g_bInvert = !g_bInvert;
- }
- if (g_bInvert)fAngle *= -1.0f;
-
- Vector3 v = new Vector3(0.0f, 0.0f, 1.0f);
- matWorld = Matrix.RotationAxis(v, (float)(fAngle * 1.2));
- g_mWorldRotate = g_mWorldRotate * matWorld;
- }
- }
- }
-
- g_LastmousePos.X = g_mousePos.X;
- g_LastmousePos.Y = g_mousePos.Y;
- }
-
- #if false
- //-------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------
- 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 );
- }
- };
- #endif
-
- }
- }
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