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source: orxonox.OLD/branches/camera/src/world_entities/camera.cc @ 10101

Last change on this file since 10101 was 10094, checked in by gfilip, 18 years ago

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[4832]1/*
[2068]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
[2080]12   main-programmer: Christian Meyer
[6424]13   co-programmer: Benjamin Grauer
[2068]14*/
[5357]15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[2068]16
17#include "camera.h"
[7868]18#include "key_mapper.h"
[9406]19#include "glincl.h"
[10065]20#include "vector.h"
21#include <iostream.h>
[10068]22#include "state.h"
23#include "shell_command.h"
[3608]24
[9869]25ObjectListDefinition(Camera);
26
[10068]27
[2096]28/**
[4836]29 *  creates a Camera
[2096]30*/
[4746]31Camera::Camera()
[2068]32{
[9869]33  this->registerObject(this, Camera::_objectList);
[4987]34  this->setName("camera");
[3635]35  this->target = new CameraTarget();
[3636]36
[7868]37  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW0);
38  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW1);
39  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW2);
40  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW3);
41  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW4);
42  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW5);
[4414]43
[3641]44  this->setFovy(90);
[3636]45  this->setAspectRatio(1.2f);
[9235]46  this->setClipRegion(.1, 10000);
[3641]47
[7347]48  this->setViewMode(Camera::ViewNormal);
[4987]49
[5004]50  this->setParentMode(PNODE_ALL);
[2068]51}
52
[2096]53/**
[4836]54 *  default destructor
[2096]55*/
[4746]56Camera::~Camera()
[6424]57{}
[3543]58
59/**
[4836]60 *  focuses the Camera onto a Target
61 * @param target the new PNode the Camera should look at.
[2096]62*/
[3635]63void Camera::lookAt(PNode* target)
[2068]64{
[3635]65  this->target->setParent(target);
[2068]66}
67
[3638]68/**
[4836]69 * @returns The PNode of the Target (from there you can get position and so on
[3638]70*/
[7014]71PNode* Camera::getTargetNode() const
[2068]72{
[3635]73  return (PNode*)this->target;
[2068]74}
75
[2096]76/**
[4836]77 *  sets a new AspectRatio
78 * @param aspectRatio the new aspect ratio to set (width / height)
[3636]79*/
80void Camera::setAspectRatio(float aspectRatio)
81{
82  this->aspectRatio = aspectRatio;
83}
84
85/**
[4992]86 * Sets a new clipping region
87 * @param nearClip The near clip plane
88 * @param farClip The far clip plane
[3636]89*/
90void Camera::setClipRegion(float nearClip, float farClip)
91{
92  this->nearClip = nearClip;
93  this->farClip = farClip;
94}
95
[4490]96/**
[4836]97 *  sets the new VideoMode and initializes iteration to it.
98 * @param mode the mode to change to.
[4490]99*/
[3639]100void Camera::setViewMode(ViewMode mode)
101{
[6034]102  currentMode = mode;
[3639]103  switch (mode)
[6424]104  {
[3639]105    default:
[7347]106    case Camera::ViewNormal:
[3639]107      this->toFovy = 60.0;
[4992]108      this->setRelCoorSoft(-10, 5, 0);
109      this->target->setRelCoorSoft(0,0,0);
[3639]110      break;
[7347]111    case Camera::ViewBehind:
[3639]112      break;
[7347]113    case Camera::ViewFront:
[4992]114      this->toFovy = 120.0;
[6424]115      this->setRelCoorSoft(4, 0, 0, 5);
116      this->target->setRelCoorSoft(Vector(10,0,0), 5);
[3639]117      break;
[7347]118    case Camera::ViewLeft:
[3639]119      this->toFovy = 90;
[4992]120      this->setRelCoorSoft(0, 1, -10, .5);
121      this->target->setRelCoorSoft(0,0,0);
[3639]122      break;
[7347]123    case Camera::ViewRight:
[3639]124      this->toFovy = 90;
[4987]125      this->setRelCoorSoft(Vector(0, 1, 10));
[4992]126      this->target->setRelCoorSoft(0,0,0);
[3639]127      break;
[7347]128    case Camera::ViewTop:
[3643]129      this->toFovy= 120;
[5751]130      this->setRelCoorSoft(Vector(30, 50, 0));
131      this->target->setRelCoorSoft(35,0,0);
[6424]132  }
[3639]133}
134
135
[3636]136/**
[4836]137 *  Updates the position of the camera.
138 * @param dt: The time that elapsed.
[3639]139*/
140void Camera::tick(float dt)
141{
[7009]142  //update frustum plane
[7014]143  this->viewVector = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
144  this->frustumPlane = Plane(this->viewVector, this->getAbsCoor() + this->viewVector * 0.1);
[7009]145  this->upVector =  this->getAbsDirV();
146
147
[10065]148
149
150
[7173]151  float tmpFovy = (this->toFovy - this->fovy);
[6034]152  if (tmpFovy > 0.01)
[5354]153    this->fovy += tmpFovy * fabsf(dt);
[3639]154}
155
156
157/**
[4836]158 *  initialize rendering perspective according to this camera
[6772]159 *
160 * This is called immediately before the rendering cycle starts, it sets all global
161 * rendering options as well as the GL_PROJECTION matrix according to the camera.
162 */
[2068]163void Camera::apply ()
164{
[3636]165  // switching to Projection Matrix
[2551]166  glMatrixMode (GL_PROJECTION);
[2112]167  glLoadIdentity ();
[3635]168
[3636]169  gluPerspective(this->fovy,
[4832]170                 this->aspectRatio,
171                 this->nearClip,
172                 this->farClip);
[6778]173
174
175    // setting up the perspective
[3636]176  // speed-up feature
[7108]177  glMatrixMode (GL_MODELVIEW);
178  glLoadIdentity();
179
180
181}
182
183void Camera::project()
184{
[3635]185  Vector cameraPosition = this->getAbsCoor();
186  Vector targetPosition = this->target->getAbsCoor();
[2551]187
[10065]188        //Setting the Camera Eye, lookAt and up Vectors
[10068]189  gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
[6965]190            targetPosition.x, targetPosition.y, targetPosition.z,
[7009]191            this->upVector.x, this->upVector.y, this->upVector.z);
[7108]192}
[3636]193
[6965]194
[4490]195/**
[4836]196 *  processes an event
197 * @param event: the event to process
[4490]198*/
[4414]199void Camera::process(const Event &event)
200{
201  if( event.type == KeyMapper::PEV_VIEW0)
[6424]202  {
[7347]203    this->setViewMode(Camera::ViewNormal);
[6424]204  }
[4414]205  else if( event.type == KeyMapper::PEV_VIEW1)
[6424]206  {
[7347]207    this->setViewMode(Camera::ViewBehind);
[6424]208  }
[4414]209  else if( event.type == KeyMapper::PEV_VIEW2)
[6424]210  {
[7347]211    this->setViewMode(Camera::ViewFront);
[6424]212  }
[4414]213  else if( event.type == KeyMapper::PEV_VIEW3)
[6424]214  {
[7347]215    this->setViewMode(Camera::ViewLeft);
[6424]216  }
[4414]217  else if( event.type == KeyMapper::PEV_VIEW4)
[6424]218  {
[7347]219    this->setViewMode(Camera::ViewRight);
[6424]220  }
[4414]221  else if( event.type == KeyMapper::PEV_VIEW5)
[6424]222  {
[7347]223    this->setViewMode(Camera::ViewTop);
[6424]224  }
[4414]225}
[3365]226
[10065]227/*
228Vector* Camera::translate(Vector* newPos, float speed)
229{
230glTranslatef(Vector);
[4414]231
[10065]232}
233
234
235float Camera::iterate(float dt, Vector target)
236{
237  Vector tmpVec = (this->getAbsCorr() - target);
238  if (tmpVec > 0.01)
239  Vector ret =  this->getAbsCorr;
240 ret += tmpVec * fabsf(dt);
241 return ret;
242}
243*/
244void Camera::Rotate()
245{
246this->fovy=this->fovy+1;
247}
248
249
250void Camera::glLookAt(float eyex, float eyey, float eyez, float centerx, float centery, float centerz, float upx, float upy, float upz)
251{
252  //Vector* eye=new Vector(eyex, eyey, eyez);
253  Vector* center=new Vector (centerx, centery, centerz);
254  Vector* up=new Vector(upx, upy, upz);
255
256  center->x-=eyex;
257  center->y-=eyey;
258  center->z-=eyez;
259
260  center->normalize();
261  up->normalize();
262  Vector* s = VectorProd(center, up);
263  Vector* u = VectorProd(s, center);
264  GLfloat Matrix[]={s->x, s->y, s->z, 0, u->x, u->y, u->z, 0, -center->x, -center->y, -center->z, 0, 0, 0, 0, 1};
265
266  glMultMatrixf(Matrix);
267  glTranslated(-eyex, -eyey, -eyez);
268  delete center;
269  delete up;
270  delete s;
271  delete u;
272
273}
274
275
276
277
278Vector* Camera::VectorProd(Vector* v1, Vector* v2)
279{
280Vector* temp= new Vector();
281temp->x=v1->y * v2->z - v1->z * v2->y;
282temp->y=v1->z * v2->x - v1->x * v2->z;
283temp->z=v1->x * v2->y - v1->y * v2->x;
284return temp;
285}
286
287
288
289
290
291
292
293
294
295
296
297
298
299
[3635]300///////////////////
301// CAMERA-TARGET //
302///////////////////
[10068]303//REATE_FACTORY(CameraTarget);
[2636]304
[10068]305
[9869]306ObjectListDefinition(CameraTarget);
[10068]307
308SHELL_COMMAND(det, CameraTarget, detach);
309
310
[10094]311Vector itarateTo(0,0,0);
312
313
[3635]314CameraTarget::CameraTarget()
[2636]315{
[9869]316  this->registerObject(this, CameraTarget::_objectList);
[6424]317  //  this->setParentMode(PNODE_MOVEMENT);
[10065]318
319
[2636]320}
[3213]321
[10065]322
[10068]323void CameraTarget::detach()
[10065]324{
[10093]325  glLoadIdentity();
326  State::getCameraNode()->setParentSoft(PNode::getNullParent());
327  //State::getCameraTargetNode()->setParentSoft(this);
[10065]328}
329
[10093]330void CameraTarget::atach(PNode* object)
331{
332  State::getCameraNode()->setParentSoft(object);
333}
[10065]334
335
[10094]336float CameraTarget::iterate(float dt, Vector target, Vector cam)
[10093]337{
338  Vector tmpVec;
[10065]339
[10094]340      tmpVec= (target - cam);
[10065]341
[10093]342  if (tmpVec.x >= 0.01)
[10094]343
344  return  0;//tmpVec * fabsf(dt);
345
[10093]346}
347
348
[10094]349Vector* CameraTarget::translate(Vector* newPos, float speed)
[10093]350{
[10094]351//glTranslatef(Vector);
[10093]352
353}
354
355
356
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