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source: code/trunk/src/orxonox/objects/Camera.cc @ 1400

Last change on this file since 1400 was 1293, checked in by scheusso, 17 years ago

merged changes from input & camera & network branch into trunk

File size: 3.4 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 *      Benjamin Knecht
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "Camera.h"
31#include "CameraHandler.h"
32
33#include <string>
34
35#include <OgreSceneManager.h>
36#include <OgreSceneNode.h>
37#include <OgreRenderWindow.h>
38#include <OgreViewport.h>
39
40#include "tinyxml/tinyxml.h"
41#include "util/SubString.h"
42#include "util/Convert.h"
43#include "util/Math.h"
44#include "core/Debug.h"
45#include "core/CoreIncludes.h"
46#include "GraphicsEngine.h"
47
48namespace orxonox
49{
50
51  Camera::Camera(Ogre::SceneNode* node)
52  {
53    this->bHasFocus_ = false;
54    this->cameraNode_ = GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode(node->getName() + "Camera");
55    if( node != NULL )
56      this->setPositionNode(node);
57  }
58
59  Camera::~Camera()
60  {
61    CameraHandler::getInstance()->releaseFocus(this);
62  }
63
64  void Camera::setPositionNode(Ogre::SceneNode* node)
65  {
66    this->positionNode_ = node;
67    // set camera to node values according to camera mode
68  }
69
70  void Camera::setTargetNode(Ogre::SceneNode* obj)
71  {
72    this->targetNode_ = obj;
73  }
74
75  void Camera::tick(float dt)
76  {
77    if(this->positionNode_ != NULL) {
78      // this stuff here may need some adjustments
79      Vector3 offset = this->positionNode_->getWorldPosition() - this->cameraNode_->getPosition();
80      this->cameraNode_->translate(15*dt*offset);
81
82      this->cameraNode_->setOrientation(Quaternion::Slerp(0.7, this->positionNode_->getWorldOrientation(), this->cameraNode_->getWorldOrientation(), false));
83    }
84  }
85
86  /**
87    don't move anything before here! here the Ogre camera is set to values of this camera
88    always call update after changes
89  */
90  void Camera::update()
91  {
92    if(this->positionNode_ != NULL)
93    {
94      this->cameraNode_->setPosition(this->positionNode_->getWorldPosition());
95      this->cameraNode_->setOrientation(this->positionNode_->getWorldOrientation());
96    }
97  }
98
99  /**
100    what to do when camera loses focus (do not request focus in this function!!)
101    this is called by the CameraHandler singleton class to notify the camera
102  */
103  void Camera::removeFocus()
104  {
105    this->bHasFocus_ = false;
106    this->cameraNode_->detachObject(this->cam_);
107  }
108
109  void Camera::setFocus(Ogre::Camera* ogreCam)
110  {
111    this->bHasFocus_ = true;
112    this->cam_ = ogreCam;
113    this->cam_->setOrientation(this->cameraNode_->getWorldOrientation());
114    this->cameraNode_->attachObject(this->cam_);
115  }
116}
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