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source: code/branches/pickup3/src/orxonox/graphics/Camera.cc @ 6514

Last change on this file since 6514 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 6.3 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 "Camera.h"
30
31#include <algorithm>
32#include <OgreCamera.h>
33#include <OgreSceneManager.h>
34#include <OgreSceneNode.h>
35
36#include "util/Exception.h"
37#include "util/StringUtils.h"
38#include "core/CoreIncludes.h"
39#include "core/ConfigValueIncludes.h"
40#include "core/GameMode.h"
41#include "core/GUIManager.h"
42#include "Scene.h"
43#include "CameraManager.h"
44#include "sound/SoundManager.h"
45
46namespace orxonox
47{
48    CreateFactory(Camera);
49
50    Camera::Camera(BaseObject* creator) : StaticEntity(creator)
51    {
52        RegisterObject(Camera);
53
54        if (!GameMode::showsGraphics())
55            ThrowException(AbortLoading, "Can't create Camera, no graphics.");
56        if (!this->getScene())
57            ThrowException(AbortLoading, "Can't create Camera, no scene.");
58        if (!this->getScene()->getSceneManager())
59            ThrowException(AbortLoading, "Can't create Camera, no scene-manager given.");
60        if (!this->getScene()->getRootSceneNode())
61            ThrowException(AbortLoading, "Can't create Camera, no root-scene-node given.");
62
63        this->camera_ = this->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
64        this->camera_->setUserObject(this);
65        this->cameraNode_ = this->getScene()->getRootSceneNode()->createChildSceneNode();
66        this->attachNode(this->cameraNode_);
67        this->cameraNode_->attachObject(this->camera_);
68
69        this->bHasFocus_ = false;
70        this->bDrag_ = false;
71        this->nearClipDistance_ = 1;
72        this->lastDtLagged_ = false;
73
74        this->setSyncMode(0x0);
75
76        this->setConfigValues();
77        this->configvaluecallback_changedNearClipDistance();
78    }
79
80    Camera::~Camera()
81    {
82        if (this->isInitialized())
83        {
84            if (GUIManager::getInstance().getCamera() == this->camera_)
85                GUIManager::getInstance().setCamera(NULL);
86            this->releaseFocus();
87
88            this->cameraNode_->detachAllObjects();
89            this->getScene()->getSceneManager()->destroyCamera(this->camera_);
90
91            if (this->bDrag_)
92                this->detachNode(this->cameraNode_);
93
94            if (this->getScene()->getSceneManager())
95                this->getScene()->getSceneManager()->destroySceneNode(this->cameraNode_->getName());
96        }
97    }
98
99    void Camera::setConfigValues()
100    {
101        SetConfigValue(nearClipDistance_, 1.0f).callback(this, &Camera::configvaluecallback_changedNearClipDistance);
102    }
103
104    void Camera::configvaluecallback_changedNearClipDistance()
105    {
106        this->camera_->setNearClipDistance(this->nearClipDistance_);
107    }
108
109    void Camera::tick(float dt)
110    {
111        SUPER(Camera, tick, dt);
112
113        if (this->bDrag_)
114        {
115            // this stuff here may need some adjustments
116            float poscoeff = 15.0f * dt / this->getTimeFactor();
117            float anglecoeff = 7.0f * dt / this->getTimeFactor();
118            // Only clamp if fps rate is actually falling. Occasional high dts should
119            // not be clamped to reducing lagging effects.
120            if (poscoeff > 1.0f)
121            {
122                if (this->lastDtLagged_)
123                    poscoeff = 1.0f;
124                else
125                    this->lastDtLagged_ = true;
126            }
127            else
128                this->lastDtLagged_ = false;
129
130            if (anglecoeff > 1.0f)
131            {
132                if (this->lastDtLagged_)
133                    anglecoeff = 1.0f;
134                else
135                    this->lastDtLagged_ = true;
136            }
137            else
138                this->lastDtLagged_ = false;
139
140            Vector3 offset = this->getWorldPosition() - this->cameraNode_->_getDerivedPosition();
141            this->cameraNode_->translate(poscoeff * offset);
142
143            this->cameraNode_->setOrientation(Quaternion::Slerp(anglecoeff, this->cameraNode_->_getDerivedOrientation(), this->getWorldOrientation(), true));
144        }
145
146        // Update sound listener transformation
147        if (GameMode::playsSound() && this->bHasFocus_)
148        {
149            SoundManager::getInstance().setListenerPosition(this->getWorldPosition());
150            SoundManager::getInstance().setListenerOrientation(this->getWorldOrientation());
151        }
152    }
153
154    void Camera::requestFocus()
155    {
156        CameraManager::getInstance().requestFocus(this);
157    }
158
159    void Camera::releaseFocus()
160    {
161        CameraManager::getInstance().releaseFocus(this);
162    }
163
164    /**
165        what to do when camera loses focus (do not request focus in this function!!)
166        this is called by the CameraManager singleton class to notify the camera
167    */
168    void Camera::removeFocus()
169    {
170        this->bHasFocus_ = false;
171    }
172
173    void Camera::setFocus()
174    {
175        this->bHasFocus_ = true;
176        CameraManager::getInstance().useCamera(this->camera_);
177    }
178
179    void Camera::setDrag(bool bDrag)
180    {
181        if (bDrag != this->bDrag_)
182        {
183            this->bDrag_ = bDrag;
184
185            if (!bDrag)
186            {
187                this->attachNode(this->cameraNode_);
188                this->cameraNode_->setPosition(Vector3::ZERO);
189                this->cameraNode_->setOrientation(Quaternion::IDENTITY);
190            }
191            else
192            {
193                this->detachNode(this->cameraNode_);
194                this->cameraNode_->setPosition(this->getWorldPosition());
195                this->cameraNode_->setOrientation(this->getWorldOrientation());
196            }
197        }
198    }
199}
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