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source: orxonox.OLD/branches/presentation/src/world_entities/camera.cc @ 9168

Last change on this file since 9168 was 9149, checked in by bensch, 18 years ago

segfault prevention

File size: 5.2 KB
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1/*
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:
12   main-programmer: Christian Meyer
13   co-programmer: Benjamin Grauer
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
16
17#include "camera.h"
18#include "key_mapper.h"
19
20/**
21 *  creates a Camera
22*/
23Camera::Camera()
24{
25  this->setClassID(CL_CAMERA, "Camera");
26  this->setName("camera");
27  this->target = new CameraTarget();
28
29  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW0);
30  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW1);
31  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW2);
32  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW3);
33  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW4);
34  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW5);
35
36  this->setFovy(90);
37  this->setAspectRatio(1.2f);
38  this->setClipRegion(.1, 10000);
39
40  this->setViewMode(Camera::ViewNormal);
41
42  this->setParentMode(PNODE_ALL);
43}
44
45/**
46 *  default destructor
47*/
48Camera::~Camera()
49{}
50
51/**
52 *  focuses the Camera onto a Target
53 * @param target the new PNode the Camera should look at.
54*/
55void Camera::lookAt(PNode* target)
56{
57  this->target->setParent(target);
58}
59
60/**
61 * @returns The PNode of the Target (from there you can get position and so on
62*/
63PNode* Camera::getTargetNode() const
64{
65  return (PNode*)this->target;
66}
67
68/**
69 *  sets a new AspectRatio
70 * @param aspectRatio the new aspect ratio to set (width / height)
71*/
72void Camera::setAspectRatio(float aspectRatio)
73{
74  this->aspectRatio = aspectRatio;
75}
76
77/**
78 * Sets a new clipping region
79 * @param nearClip The near clip plane
80 * @param farClip The far clip plane
81*/
82void Camera::setClipRegion(float nearClip, float farClip)
83{
84  this->nearClip = nearClip;
85  this->farClip = farClip;
86}
87
88/**
89 *  sets the new VideoMode and initializes iteration to it.
90 * @param mode the mode to change to.
91*/
92void Camera::setViewMode(ViewMode mode)
93{
94  currentMode = mode;
95  switch (mode)
96  {
97    default:
98    case Camera::ViewNormal:
99      this->toFovy = 60.0;
100      this->setRelCoorSoft(-10, 5, 0);
101      this->target->setRelCoorSoft(0,0,0);
102      break;
103    case Camera::ViewBehind:
104      break;
105    case Camera::ViewFront:
106      this->toFovy = 120.0;
107      this->setRelCoorSoft(4, 0, 0, 5);
108      this->target->setRelCoorSoft(Vector(10,0,0), 5);
109      break;
110    case Camera::ViewLeft:
111      this->toFovy = 90;
112      this->setRelCoorSoft(0, 1, -10, .5);
113      this->target->setRelCoorSoft(0,0,0);
114      break;
115    case Camera::ViewRight:
116      this->toFovy = 90;
117      this->setRelCoorSoft(Vector(0, 1, 10));
118      this->target->setRelCoorSoft(0,0,0);
119      break;
120    case Camera::ViewTop:
121      this->toFovy= 120;
122      this->setRelCoorSoft(Vector(30, 50, 0));
123      this->target->setRelCoorSoft(35,0,0);
124  }
125}
126
127
128/**
129 *  Updates the position of the camera.
130 * @param dt: The time that elapsed.
131*/
132void Camera::tick(float dt)
133{
134  //update frustum plane
135  this->viewVector = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
136  this->frustumPlane = Plane(this->viewVector, this->getAbsCoor() + this->viewVector * 0.1);
137
138  this->upVector =  this->getAbsDirV();
139
140
141  float tmpFovy = (this->toFovy - this->fovy);
142  if (tmpFovy > 0.01)
143    this->fovy += tmpFovy * fabsf(dt);
144}
145
146
147/**
148 *  initialize rendering perspective according to this camera
149 *
150 * This is called immediately before the rendering cycle starts, it sets all global
151 * rendering options as well as the GL_PROJECTION matrix according to the camera.
152 */
153void Camera::apply ()
154{
155  // switching to Projection Matrix
156  glMatrixMode (GL_PROJECTION);
157  glLoadIdentity ();
158
159  gluPerspective(this->fovy,
160                 this->aspectRatio,
161                 this->nearClip,
162                 this->farClip);
163
164
165    // setting up the perspective
166  // speed-up feature
167  glMatrixMode (GL_MODELVIEW);
168  glLoadIdentity();
169
170
171}
172
173void Camera::project()
174{
175  Vector cameraPosition = this->getAbsCoor();
176  Vector targetPosition = this->target->getAbsCoor();
177
178       // Setting the Camera Eye, lookAt and up Vectors
179  gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
180            targetPosition.x, targetPosition.y, targetPosition.z,
181            this->upVector.x, this->upVector.y, this->upVector.z);
182}
183
184
185/**
186 *  processes an event
187 * @param event: the event to process
188*/
189void Camera::process(const Event &event)
190{
191  if( event.type == KeyMapper::PEV_VIEW0)
192  {
193    this->setViewMode(Camera::ViewNormal);
194  }
195  else if( event.type == KeyMapper::PEV_VIEW1)
196  {
197    this->setViewMode(Camera::ViewBehind);
198  }
199  else if( event.type == KeyMapper::PEV_VIEW2)
200  {
201    this->setViewMode(Camera::ViewFront);
202  }
203  else if( event.type == KeyMapper::PEV_VIEW3)
204  {
205    this->setViewMode(Camera::ViewLeft);
206  }
207  else if( event.type == KeyMapper::PEV_VIEW4)
208  {
209    this->setViewMode(Camera::ViewRight);
210  }
211  else if( event.type == KeyMapper::PEV_VIEW5)
212  {
213    this->setViewMode(Camera::ViewTop);
214  }
215}
216
217
218///////////////////
219// CAMERA-TARGET //
220///////////////////
221
222
223CameraTarget::CameraTarget()
224{
225  this->setClassID(CL_CAMERA_TARGET, "CameraTarget");
226  //  this->setParentMode(PNODE_MOVEMENT);
227}
228
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