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source: code/branches/objecthierarchy/src/orxonox/objects/Camera.cc @ 2020

Last change on this file since 2020 was 2019, checked in by landauf, 16 years ago

many changes, most important: BaseObject takes now a pointer to it's creator which is needed to build a level hierarchy (with different scenes)

  • Property svn:eol-style set to native
File size: 3.6 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 *      Benjamin Knecht
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "Camera.h"
31#include "CameraHandler.h"
32
33#include <string>
34#include <cassert>
35
36#include <OgreSceneManager.h>
37#include <OgreSceneNode.h>
38#include <OgreRenderWindow.h>
39#include <OgreViewport.h>
40
41#include "tinyxml/tinyxml.h"
42#include "util/SubString.h"
43#include "util/Math.h"
44#include "util/String.h"
45#include "util/Debug.h"
46#include "core/CoreIncludes.h"
47#include "core/ConfigValueIncludes.h"
48#include "GraphicsEngine.h"
49#include "objects/Scene.h"
50
51namespace orxonox
52{
53    CreateFactory(Camera);
54
55    Camera::Camera(BaseObject* creator) : PositionableEntity(creator)
56    {
57        RegisterObject(Camera);
58
59        assert(this->getScene());
60        assert(this->getScene()->getSceneManager());
61
62        this->camera_ = this->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
63        this->getNode()->attachObject(this->camera_);
64
65        this->bHasFocus_ = false;
66        this->bDrag_ = false;
67        this->nearClipDistance_ = 1;
68
69        this->setObjectMode(0x0);
70
71        this->setConfigValues();
72        this->configvaluecallback_changedNearClipDistance();
73
74        this->requestFocus(); // ! HACK ! REMOVE THIS !
75    }
76
77    Camera::~Camera()
78    {
79        if (this->isInitialized())
80        {
81            this->releaseFocus();
82        }
83    }
84
85    void Camera::setConfigValues()
86    {
87        SetConfigValue(nearClipDistance_, 1.0f).callback(this, &Camera::configvaluecallback_changedNearClipDistance);
88    }
89
90    void Camera::configvaluecallback_changedNearClipDistance()
91    {
92        this->camera_->setNearClipDistance(this->nearClipDistance_);
93    }
94
95    void Camera::tick(float dt)
96    {
97/*
98        // this stuff here may need some adjustments
99        float coeff = (this->bDrag_) ? min(1.0f, 15.0f * dt) : (1.0f);
100
101        Vector3 offset = this->getNode()->getWorldPosition() - this->cameraNode_->getWorldPosition();
102        this->cameraNode_->translate(coeff * offset);
103
104        this->cameraNode_->setOrientation(Quaternion::Slerp(coeff, this->cameraNode_->getWorldOrientation(), this->getWorldOrientation(), false));
105*/
106    }
107
108    void Camera::requestFocus()
109    {
110        CameraHandler::getInstance().requestFocus(this);
111    }
112
113    void Camera::releaseFocus()
114    {
115        CameraHandler::getInstance().releaseFocus(this);
116    }
117
118    /**
119        what to do when camera loses focus (do not request focus in this function!!)
120        this is called by the CameraHandler singleton class to notify the camera
121    */
122    void Camera::removeFocus()
123    {
124        this->bHasFocus_ = false;
125    }
126
127    void Camera::setFocus(Ogre::Viewport* viewport)
128    {
129        this->bHasFocus_ = true;
130        viewport->setCamera(this->camera_);
131    }
132}
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