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source: code/branches/network3/src/orxonox/objects/Camera.cc @ 1338

Last change on this file since 1338 was 1232, checked in by scheusso, 17 years ago

a lot of changes in order to make it possible to have mulpiple clients with each one a new ship
camera changes
object changes
synchronisable: backsyncronisation should be possible now
gamestatemanager/gamestateclient: functions for backsyncronisation
some changes in order to get the input system (the old one) on the client working
TODO something with the camera position is wrong at the moment (clientside)

File size: 4.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "Camera.h"
31
32#include <string>
33
34#include <OgreSceneManager.h>
35#include <OgreSceneNode.h>
36#include <OgreRenderWindow.h>
37#include <OgreViewport.h>
38
39#include "util/tinyxml/tinyxml.h"
40#include "util/SubString.h"
41#include "util/Convert.h"
42#include "util/Math.h"
43#include "core/Debug.h"
44#include "core/CoreIncludes.h"
45#include "GraphicsEngine.h"
46
47namespace orxonox
48{
49  //CreateFactory(Camera);
50
51  Camera::Camera(Ogre::SceneNode* node)
52  {
53    //RegisterObject(Camera);
54    this->bHasFocus_ = false;
55    if( node != NULL )
56      this->setCameraNode(node);
57
58  }
59
60  Camera::~Camera()
61  {
62  }
63
64  /*void Camera::loadParams(TiXmlElement* xmlElem)
65  {
66    Ogre::SceneManager* mgr = GraphicsEngine::getSingleton().getSceneManager();
67
68    if (xmlElem->Attribute("name") && xmlElem->Attribute("pos") && xmlElem->Attribute("lookat") && xmlElem->Attribute("node"))
69    {
70      //    <Camera name="Camera" pos="0,0,-250" lookat="0,0,0" />
71
72      std::string name = xmlElem->Attribute("name");
73      std::string pos = xmlElem->Attribute("pos");
74      std::string lookat = xmlElem->Attribute("lookat");
75
76      this->cam_ = mgr->createCamera(name);
77
78      float x, y, z;
79      SubString posVec(xmlElem->Attribute("pos"), ',');
80      convertValue<std::string, float>(&x, posVec[0]);
81      convertValue<std::string, float>(&y, posVec[1]);
82      convertValue<std::string, float>(&z, posVec[2]);
83
84      setPosition(Vector3(x,y,z));
85
86      //std::string target = xmlElem->Attribute("lookat");
87      posVec.split(xmlElem->Attribute("lookat"), ',');
88      convertValue<std::string, float>(&x, posVec[0]);
89      convertValue<std::string, float>(&y, posVec[1]);
90      convertValue<std::string, float>(&z, posVec[2]);
91
92      cam_->lookAt(Vector3(x,y,z));
93
94      /*std::string node = xmlElem->Attribute("node");
95
96      Ogre::SceneNode* sceneNode = (Ogre::SceneNode*)mgr->getRootSceneNode()->createChildSceneNode(node); //getChild(node);
97      sceneNode->attachObject((Ogre::MovableObject*)cam_);
98      */
99
100      // FIXME: unused var
101      //Ogre::Viewport* vp =
102      //GraphicsEngine::getSingleton().getRenderWindow()->addViewport(cam_);
103    /*
104
105      COUT(4) << "Loader: Created camera "<< name  << std::endl << std::endl;
106    }
107  }*/
108
109  void Camera::setCameraNode(Ogre::SceneNode* node)
110  {
111    this->positionNode_ = node;
112    // set camera to node values according to camera mode
113  }
114
115  void Camera::setTargetNode(Ogre::SceneNode* obj)
116  {
117    this->targetNode_ = obj;
118  }
119
120  /**
121    don't move anything before here! here the Ogre camera is set to values of this camera
122    always call update after changes
123  */
124  void Camera::update()
125  {
126    COUT(0) << "p " << this->positionNode_->getPosition() << std::endl;
127    COUT(0) << "t " << this->targetNode_->getPosition() << std::endl;
128    if(this->positionNode_ != NULL)
129      this->cam_->setPosition(this->positionNode_->getPosition());
130    if(this->targetNode_ != NULL)
131      this->cam_->lookAt(this->targetNode_->getPosition());
132  }
133
134  /**
135    what to do when camera loses focus (do not request focus in this function!!)
136    this is called by the CameraHandler singleton class to notify the camera
137  */
138  void Camera::removeFocus()
139  {
140    this->bHasFocus_ = false;
141    this->positionNode_->detachObject(cam_);
142  }
143
144  void Camera::setFocus(Ogre::Camera* ogreCam)
145  {
146    this->bHasFocus_ = true;
147    this->cam_ = ogreCam;
148    this->positionNode_->attachObject(cam_);
149  }
150}
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