/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * Benjamin Knecht * */ #include "OrxonoxStableHeaders.h" #include "Camera.h" #include "CameraHandler.h" #include #include #include #include #include #include "tinyxml/tinyxml.h" #include "util/SubString.h" #include "util/Convert.h" #include "util/Math.h" #include "core/Debug.h" #include "core/CoreIncludes.h" #include "GraphicsEngine.h" namespace orxonox { Camera::Camera(Ogre::SceneNode* node) { this->bHasFocus_ = false; this->cameraNode_ = GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode(node->getName() + "Camera"); if( node != NULL ) this->setPositionNode(node); } Camera::~Camera() { CameraHandler::getInstance()->releaseFocus(this); GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->removeAndDestroyChild(cameraNode_->getName()); } void Camera::setPositionNode(Ogre::SceneNode* node) { this->positionNode_ = node; // set camera to node values according to camera mode } void Camera::setTargetNode(Ogre::SceneNode* obj) { this->targetNode_ = obj; } void Camera::tick(float dt) { if(this->positionNode_ != NULL) { // this stuff here may need some adjustments Vector3 offset = this->positionNode_->getWorldPosition() - this->cameraNode_->getPosition(); this->cameraNode_->translate(15*dt*offset); this->cameraNode_->setOrientation(Quaternion::Slerp(0.7, this->positionNode_->getWorldOrientation(), this->cameraNode_->getWorldOrientation(), false)); } } /** don't move anything before here! here the Ogre camera is set to values of this camera always call update after changes */ void Camera::update() { if(this->positionNode_ != NULL) { this->cameraNode_->setPosition(this->positionNode_->getWorldPosition()); this->cameraNode_->setOrientation(this->positionNode_->getWorldOrientation()); } } /** what to do when camera loses focus (do not request focus in this function!!) this is called by the CameraHandler singleton class to notify the camera */ void Camera::removeFocus() { this->bHasFocus_ = false; this->cameraNode_->detachObject(this->cam_); } void Camera::setFocus(Ogre::Camera* ogreCam) { this->bHasFocus_ = true; this->cam_ = ogreCam; this->cam_->setOrientation(this->cameraNode_->getWorldOrientation()); this->cameraNode_->attachObject(this->cam_); } }