1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Benjamin Knecht |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | #include "Camera.h" |
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31 | #include "CameraHandler.h" |
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32 | |
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33 | #include <string> |
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34 | |
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35 | #include <OgreSceneManager.h> |
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36 | #include <OgreSceneNode.h> |
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37 | #include <OgreRenderWindow.h> |
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38 | #include <OgreViewport.h> |
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39 | |
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40 | #include "tinyxml/tinyxml.h" |
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41 | #include "util/SubString.h" |
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42 | #include "util/Convert.h" |
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43 | #include "util/Math.h" |
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44 | #include "core/Debug.h" |
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45 | #include "core/CoreIncludes.h" |
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46 | #include "GraphicsEngine.h" |
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47 | |
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48 | namespace orxonox |
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49 | { |
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50 | |
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51 | Camera::Camera(Ogre::SceneNode* node) |
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52 | { |
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53 | this->bHasFocus_ = false; |
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54 | this->cameraNode_ = GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode(node->getName() + "Camera"); |
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55 | if( node != NULL ) |
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56 | this->setPositionNode(node); |
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57 | } |
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58 | |
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59 | Camera::~Camera() |
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60 | { |
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61 | CameraHandler::getInstance()->releaseFocus(this); |
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62 | } |
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63 | |
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64 | void Camera::setPositionNode(Ogre::SceneNode* node) |
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65 | { |
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66 | this->positionNode_ = node; |
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67 | // set camera to node values according to camera mode |
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68 | } |
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69 | |
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70 | void Camera::setTargetNode(Ogre::SceneNode* obj) |
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71 | { |
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72 | this->targetNode_ = obj; |
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73 | } |
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74 | |
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75 | void Camera::tick(float dt) |
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76 | { |
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77 | if(this->positionNode_ != NULL) { |
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78 | // this stuff here may need some adjustments |
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79 | Vector3 offset = this->positionNode_->getWorldPosition() - this->cameraNode_->getPosition(); |
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80 | this->cameraNode_->translate(15*dt*offset); |
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81 | |
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82 | this->cameraNode_->setOrientation(Quaternion::Slerp(0.7, this->positionNode_->getWorldOrientation(), this->cameraNode_->getWorldOrientation(), false)); |
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83 | } |
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84 | } |
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85 | |
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86 | /** |
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87 | don't move anything before here! here the Ogre camera is set to values of this camera |
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88 | always call update after changes |
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89 | */ |
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90 | void Camera::update() |
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91 | { |
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92 | if(this->positionNode_ != NULL) |
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93 | { |
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94 | this->cameraNode_->setPosition(this->positionNode_->getWorldPosition()); |
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95 | this->cameraNode_->setOrientation(this->positionNode_->getWorldOrientation()); |
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96 | } |
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97 | } |
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98 | |
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99 | /** |
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100 | what to do when camera loses focus (do not request focus in this function!!) |
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101 | this is called by the CameraHandler singleton class to notify the camera |
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102 | */ |
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103 | void Camera::removeFocus() |
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104 | { |
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105 | this->bHasFocus_ = false; |
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106 | this->cameraNode_->detachObject(this->cam_); |
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107 | } |
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108 | |
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109 | void Camera::setFocus(Ogre::Camera* ogreCam) |
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110 | { |
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111 | this->bHasFocus_ = true; |
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112 | this->cam_ = ogreCam; |
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113 | this->cam_->setOrientation(this->cameraNode_->getWorldOrientation()); |
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114 | this->cameraNode_->attachObject(this->cam_); |
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115 | } |
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116 | } |
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