1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of the OGRE Reference Application, a layer built |
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4 | on top of OGRE(Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #include "OgreRefAppCollideCamera.h" |
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30 | #include "OgreRefAppWorld.h" |
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31 | #include "OgreLogManager.h" |
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32 | |
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33 | |
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34 | namespace OgreRefApp { |
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35 | |
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36 | //----------------------------------------------------------------------- |
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37 | CollideCamera::CollideCamera(const String& name): ApplicationObject(name) |
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38 | { |
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39 | setUp(name); |
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40 | |
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41 | } |
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42 | //----------------------------------------------------------------------- |
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43 | void CollideCamera::setUp(const String& name) |
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44 | { |
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45 | // Create visual presence |
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46 | SceneManager* sm = World::getSingleton().getSceneManager(); |
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47 | mSceneNode = sm->getRootSceneNode()->createChildSceneNode(name); |
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48 | |
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49 | mCamera = sm->createCamera(name); |
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50 | |
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51 | mSceneNode->attachObject(mCamera); |
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52 | // Add reverse reference (to self!) |
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53 | mCamera->setUserObject(this); |
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54 | |
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55 | // No mass body (considered static) |
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56 | |
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57 | // Create collision proxy, at near dist |
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58 | // SpaceID is irrelevant, we're doing our own spacial partitioning |
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59 | dSphere* odeSphere = new dSphere(0, mCamera->getNearClipDistance()); |
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60 | mCollisionProxies.push_back(odeSphere); |
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61 | updateCollisionProxies(); |
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62 | |
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63 | |
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64 | } |
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65 | //----------------------------------------------------------------------- |
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66 | void CollideCamera::_notifyCollided(SceneQuery::WorldFragment* wf, const CollisionInfo& info) |
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67 | { |
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68 | this->translateWorldSpace(info.normal * info.penetrationDepth); |
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69 | |
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70 | } |
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71 | //----------------------------------------------------------------------- |
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72 | void CollideCamera::setOrientation(const Quaternion& orientation) |
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73 | { |
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74 | // Set on camera |
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75 | mCamera->setOrientation(orientation); |
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76 | } |
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77 | //----------------------------------------------------------------------- |
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78 | const Quaternion& CollideCamera::getOrientation(void) |
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79 | { |
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80 | return mCamera->getOrientation(); |
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81 | } |
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82 | //----------------------------------------------------------------------- |
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83 | void CollideCamera::roll(const Radian& angle) |
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84 | { |
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85 | mCamera->roll(angle); |
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86 | } |
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87 | //----------------------------------------------------------------------- |
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88 | void CollideCamera::pitch(const Radian& angle) |
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89 | { |
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90 | mCamera->pitch(angle); |
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91 | } |
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92 | //----------------------------------------------------------------------- |
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93 | void CollideCamera::yaw(const Radian& angle) |
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94 | { |
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95 | mCamera->yaw(angle); |
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96 | } |
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97 | //----------------------------------------------------------------------- |
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98 | void CollideCamera::rotate(const Vector3& axis, const Radian& angle) |
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99 | { |
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100 | mCamera->rotate(axis, angle); |
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101 | } |
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102 | //----------------------------------------------------------------------- |
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103 | void CollideCamera::rotate(const Quaternion& q) |
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104 | { |
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105 | mCamera->rotate(q); |
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106 | } |
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107 | //----------------------------------------------------------------------- |
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108 | void CollideCamera::translate(const Vector3& d) |
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109 | { |
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110 | // Adjust position by rotation |
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111 | Vector3 newTrans = mCamera->getOrientation() * d; |
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112 | translateWorldSpace(newTrans); |
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113 | |
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114 | } |
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115 | //----------------------------------------------------------------------- |
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116 | void CollideCamera::setProjectionType(ProjectionType pt) |
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117 | { |
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118 | mCamera->setProjectionType(pt); |
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119 | } |
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120 | //----------------------------------------------------------------------- |
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121 | ProjectionType CollideCamera::getProjectionType(void) const |
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122 | { |
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123 | return mCamera->getProjectionType(); |
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124 | } |
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125 | //----------------------------------------------------------------------- |
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126 | void CollideCamera::setPolygonMode(PolygonMode sd) |
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127 | { |
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128 | mCamera->setPolygonMode(sd); |
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129 | } |
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130 | //----------------------------------------------------------------------- |
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131 | PolygonMode CollideCamera::getPolygonMode(void) const |
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132 | { |
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133 | return mCamera->getPolygonMode(); |
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134 | } |
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135 | //----------------------------------------------------------------------- |
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136 | void CollideCamera::setDirection(Real x, Real y, Real z) |
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137 | { |
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138 | mCamera->setDirection(x, y, z); |
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139 | |
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140 | } |
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141 | //----------------------------------------------------------------------- |
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142 | void CollideCamera::setDirection(const Vector3& vec) |
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143 | { |
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144 | mCamera->setDirection(vec); |
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145 | } |
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146 | //----------------------------------------------------------------------- |
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147 | Vector3 CollideCamera::getDirection(void) const |
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148 | { |
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149 | return mCamera->getDirection(); |
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150 | } |
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151 | //----------------------------------------------------------------------- |
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152 | void CollideCamera::lookAt( const Vector3& targetPoint ) |
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153 | { |
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154 | mCamera->lookAt(targetPoint); |
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155 | } |
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156 | //----------------------------------------------------------------------- |
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157 | void CollideCamera::lookAt(Real x, Real y, Real z) |
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158 | { |
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159 | mCamera->lookAt(x, y, z); |
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160 | } |
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161 | //----------------------------------------------------------------------- |
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162 | void CollideCamera::setFixedYawAxis( bool useFixed, const Vector3& fixedAxis) |
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163 | { |
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164 | mCamera->setFixedYawAxis(useFixed, fixedAxis); |
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165 | } |
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166 | //----------------------------------------------------------------------- |
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167 | void CollideCamera::setFOVy(const Radian& fovy) |
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168 | { |
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169 | mCamera->setFOVy(fovy); |
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170 | nearDistChanged(); |
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171 | } |
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172 | //----------------------------------------------------------------------- |
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173 | const Radian& CollideCamera::getFOVy(void) const |
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174 | { |
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175 | return mCamera->getFOVy(); |
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176 | } |
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177 | //----------------------------------------------------------------------- |
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178 | void CollideCamera::setNearClipDistance(Real nearDist) |
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179 | { |
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180 | mCamera->setNearClipDistance(nearDist); |
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181 | nearDistChanged(); |
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182 | } |
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183 | //----------------------------------------------------------------------- |
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184 | Real CollideCamera::getNearClipDistance(void) const |
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185 | { |
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186 | return mCamera->getNearClipDistance(); |
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187 | } |
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188 | //----------------------------------------------------------------------- |
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189 | void CollideCamera::setFarClipDistance(Real farDist) |
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190 | { |
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191 | mCamera->setFarClipDistance(farDist); |
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192 | } |
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193 | //----------------------------------------------------------------------- |
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194 | Real CollideCamera::getFarClipDistance(void) const |
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195 | { |
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196 | return mCamera->getFarClipDistance(); |
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197 | } |
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198 | //----------------------------------------------------------------------- |
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199 | void CollideCamera::setAspectRatio(Real ratio) |
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200 | { |
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201 | mCamera->setAspectRatio(ratio); |
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202 | } |
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203 | //----------------------------------------------------------------------- |
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204 | Real CollideCamera::getAspectRatio(void) const |
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205 | { |
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206 | return mCamera->getAspectRatio(); |
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207 | } |
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208 | //----------------------------------------------------------------------- |
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209 | const Plane& CollideCamera::getFrustumPlane( FrustumPlane plane ) |
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210 | { |
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211 | return mCamera->getFrustumPlane(plane); |
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212 | } |
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213 | //----------------------------------------------------------------------- |
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214 | bool CollideCamera::isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy) |
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215 | { |
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216 | return mCamera->isVisible(bound, culledBy); |
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217 | } |
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218 | //----------------------------------------------------------------------- |
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219 | bool CollideCamera::isVisible(const Sphere& bound, FrustumPlane* culledBy) |
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220 | { |
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221 | return mCamera->isVisible(bound, culledBy); |
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222 | } |
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223 | //----------------------------------------------------------------------- |
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224 | bool CollideCamera::isVisible(const Vector3& vert, FrustumPlane* culledBy) |
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225 | { |
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226 | return mCamera->isVisible(vert, culledBy); |
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227 | } |
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228 | //----------------------------------------------------------------------- |
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229 | void CollideCamera::nearDistChanged(void) |
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230 | { |
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231 | // Alter the size of the collision proxy to compensate |
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232 | CollisionProxyList::iterator i = mCollisionProxies.begin(); |
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233 | dSphere* sph = static_cast<dSphere*>(*i); |
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234 | sph->setRadius(getNearClipDistance()); |
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235 | } |
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236 | |
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237 | } |
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238 | |
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