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source: code/branches/sound3/src/orxonox/graphics/Camera.cc @ 6330

Last change on this file since 6330 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 5.2 KB
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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
45namespace orxonox
46{
47    CreateFactory(Camera);
48
49    Camera::Camera(BaseObject* creator) : StaticEntity(creator)
50    {
51        RegisterObject(Camera);
52
53        if (!GameMode::showsGraphics())
54            ThrowException(AbortLoading, "Can't create Camera, no graphics.");
55        if (!this->getScene())
56            ThrowException(AbortLoading, "Can't create Camera, no scene.");
57        if (!this->getScene()->getSceneManager())
58            ThrowException(AbortLoading, "Can't create Camera, no scene-manager given.");
59        if (!this->getScene()->getRootSceneNode())
60            ThrowException(AbortLoading, "Can't create Camera, no root-scene-node given.");
61
62        this->camera_ = this->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
63        this->cameraNode_ = this->getScene()->getRootSceneNode()->createChildSceneNode();
64        this->attachNode(this->cameraNode_);
65        this->cameraNode_->attachObject(this->camera_);
66
67        this->bHasFocus_ = false;
68        this->bDrag_ = false;
69        this->nearClipDistance_ = 1;
70
71        this->setSyncMode(0x0);
72
73        this->setConfigValues();
74        this->configvaluecallback_changedNearClipDistance();
75    }
76
77    Camera::~Camera()
78    {
79        if (this->isInitialized())
80        {
81            if (GUIManager::getInstance().getCamera() == this->camera_)
82                GUIManager::getInstance().setCamera(NULL);
83            this->releaseFocus();
84
85            this->cameraNode_->detachAllObjects();
86            this->getScene()->getSceneManager()->destroyCamera(this->camera_);
87
88            if (this->bDrag_)
89                this->detachNode(this->cameraNode_);
90
91            if (this->getScene()->getSceneManager())
92                this->getScene()->getSceneManager()->destroySceneNode(this->cameraNode_->getName());
93        }
94    }
95
96    void Camera::setConfigValues()
97    {
98        SetConfigValue(nearClipDistance_, 1.0f).callback(this, &Camera::configvaluecallback_changedNearClipDistance);
99    }
100
101    void Camera::configvaluecallback_changedNearClipDistance()
102    {
103        this->camera_->setNearClipDistance(this->nearClipDistance_);
104    }
105
106    void Camera::tick(float dt)
107    {
108        SUPER(Camera, tick, dt);
109
110        if (this->bDrag_)
111        {
112            // this stuff here may need some adjustments
113            float coeff = std::min(1.0f, 15.0f * dt);
114
115            Vector3 offset = this->getWorldPosition() - this->cameraNode_->_getDerivedPosition();
116            this->cameraNode_->translate(coeff * offset);
117
118            this->cameraNode_->setOrientation(Quaternion::Slerp(coeff, this->cameraNode_->_getDerivedOrientation(), this->getWorldOrientation(), true));
119            //this->cameraNode_->setOrientation(this->getWorldOrientation());
120        }
121    }
122
123    void Camera::requestFocus()
124    {
125        CameraManager::getInstance().requestFocus(this);
126    }
127
128    void Camera::releaseFocus()
129    {
130        CameraManager::getInstance().releaseFocus(this);
131    }
132
133    /**
134        what to do when camera loses focus (do not request focus in this function!!)
135        this is called by the CameraManager singleton class to notify the camera
136    */
137    void Camera::removeFocus()
138    {
139        this->bHasFocus_ = false;
140    }
141
142    void Camera::setFocus()
143    {
144        this->bHasFocus_ = true;
145        CameraManager::getInstance().useCamera(this->camera_);
146    }
147
148    void Camera::setDrag(bool bDrag)
149    {
150        if (bDrag != this->bDrag_)
151        {
152            this->bDrag_ = bDrag;
153
154            if (!bDrag)
155            {
156                this->attachNode(this->cameraNode_);
157                this->cameraNode_->setPosition(Vector3::ZERO);
158                this->cameraNode_->setOrientation(Quaternion::IDENTITY);
159            }
160            else
161            {
162                this->detachNode(this->cameraNode_);
163                this->cameraNode_->setPosition(this->getWorldPosition());
164                this->cameraNode_->setOrientation(this->getWorldOrientation());
165            }
166        }
167    }
168}
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