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source: orxonox.OLD/branches/terrain/src/world_entities/camera.cc @ 8471

Last change on this file since 8471 was 8349, checked in by ponder, 18 years ago
  • I changend the tesselation method. Now the tesselation level of the pages neighbors are taken into account. This is neccessary for the geomorphing.
  • Fixed a bug, that caused the visible pages to be put two times into the active pages list.
File size: 5.2 KB
RevLine 
[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"
[3608]19
[2096]20/**
[4836]21 *  creates a Camera
[2096]22*/
[4746]23Camera::Camera()
[2068]24{
[4320]25  this->setClassID(CL_CAMERA, "Camera");
[4987]26  this->setName("camera");
[3635]27  this->target = new CameraTarget();
[3636]28
[7868]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);
[4414]35
[3641]36  this->setFovy(90);
[3636]37  this->setAspectRatio(1.2f);
[8349]38  this->setClipRegion( .1, 100.0f );
[3641]39
[7347]40  this->setViewMode(Camera::ViewNormal);
[4987]41
[5004]42  this->setParentMode(PNODE_ALL);
[2068]43}
44
[2096]45/**
[4836]46 *  default destructor
[2096]47*/
[4746]48Camera::~Camera()
[6424]49{}
[3543]50
51/**
[4836]52 *  focuses the Camera onto a Target
53 * @param target the new PNode the Camera should look at.
[2096]54*/
[3635]55void Camera::lookAt(PNode* target)
[2068]56{
[3635]57  this->target->setParent(target);
[2068]58}
59
[3638]60/**
[4836]61 * @returns The PNode of the Target (from there you can get position and so on
[3638]62*/
[7014]63PNode* Camera::getTargetNode() const
[2068]64{
[3635]65  return (PNode*)this->target;
[2068]66}
67
[2096]68/**
[4836]69 *  sets a new AspectRatio
70 * @param aspectRatio the new aspect ratio to set (width / height)
[3636]71*/
72void Camera::setAspectRatio(float aspectRatio)
73{
74  this->aspectRatio = aspectRatio;
75}
76
77/**
[4992]78 * Sets a new clipping region
79 * @param nearClip The near clip plane
80 * @param farClip The far clip plane
[3636]81*/
82void Camera::setClipRegion(float nearClip, float farClip)
83{
84  this->nearClip = nearClip;
85  this->farClip = farClip;
86}
87
[4490]88/**
[4836]89 *  sets the new VideoMode and initializes iteration to it.
90 * @param mode the mode to change to.
[4490]91*/
[3639]92void Camera::setViewMode(ViewMode mode)
93{
[6034]94  currentMode = mode;
[3639]95  switch (mode)
[6424]96  {
[3639]97    default:
[7347]98    case Camera::ViewNormal:
[3639]99      this->toFovy = 60.0;
[4992]100      this->setRelCoorSoft(-10, 5, 0);
101      this->target->setRelCoorSoft(0,0,0);
[3639]102      break;
[7347]103    case Camera::ViewBehind:
[3639]104      break;
[7347]105    case Camera::ViewFront:
[4992]106      this->toFovy = 120.0;
[6424]107      this->setRelCoorSoft(4, 0, 0, 5);
108      this->target->setRelCoorSoft(Vector(10,0,0), 5);
[3639]109      break;
[7347]110    case Camera::ViewLeft:
[3639]111      this->toFovy = 90;
[4992]112      this->setRelCoorSoft(0, 1, -10, .5);
113      this->target->setRelCoorSoft(0,0,0);
[3639]114      break;
[7347]115    case Camera::ViewRight:
[3639]116      this->toFovy = 90;
[4987]117      this->setRelCoorSoft(Vector(0, 1, 10));
[4992]118      this->target->setRelCoorSoft(0,0,0);
[3639]119      break;
[7347]120    case Camera::ViewTop:
[3643]121      this->toFovy= 120;
[5751]122      this->setRelCoorSoft(Vector(30, 50, 0));
123      this->target->setRelCoorSoft(35,0,0);
[6424]124  }
[3639]125}
126
127
[3636]128/**
[4836]129 *  Updates the position of the camera.
130 * @param dt: The time that elapsed.
[3639]131*/
132void Camera::tick(float dt)
133{
[7009]134  //update frustum plane
[7014]135  this->viewVector = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
136  this->frustumPlane = Plane(this->viewVector, this->getAbsCoor() + this->viewVector * 0.1);
[7009]137
138  this->upVector =  this->getAbsDirV();
139
140
[7173]141  float tmpFovy = (this->toFovy - this->fovy);
[6034]142  if (tmpFovy > 0.01)
[5354]143    this->fovy += tmpFovy * fabsf(dt);
[3639]144}
145
146
147/**
[4836]148 *  initialize rendering perspective according to this camera
[6772]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 */
[2068]153void Camera::apply ()
154{
[3636]155  // switching to Projection Matrix
[2551]156  glMatrixMode (GL_PROJECTION);
[2112]157  glLoadIdentity ();
[3635]158
[3636]159  gluPerspective(this->fovy,
[4832]160                 this->aspectRatio,
161                 this->nearClip,
162                 this->farClip);
[6778]163
164
165    // setting up the perspective
[3636]166  // speed-up feature
[7108]167  glMatrixMode (GL_MODELVIEW);
168  glLoadIdentity();
169
170
171}
172
173void Camera::project()
174{
[3635]175  Vector cameraPosition = this->getAbsCoor();
176  Vector targetPosition = this->target->getAbsCoor();
[2551]177
[7108]178       // Setting the Camera Eye, lookAt and up Vectors
[7009]179  gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
[6965]180            targetPosition.x, targetPosition.y, targetPosition.z,
[7009]181            this->upVector.x, this->upVector.y, this->upVector.z);
[7108]182}
[3636]183
[6965]184
[4490]185/**
[4836]186 *  processes an event
187 * @param event: the event to process
[4490]188*/
[4414]189void Camera::process(const Event &event)
190{
191  if( event.type == KeyMapper::PEV_VIEW0)
[6424]192  {
[7347]193    this->setViewMode(Camera::ViewNormal);
[6424]194  }
[4414]195  else if( event.type == KeyMapper::PEV_VIEW1)
[6424]196  {
[7347]197    this->setViewMode(Camera::ViewBehind);
[6424]198  }
[4414]199  else if( event.type == KeyMapper::PEV_VIEW2)
[6424]200  {
[7347]201    this->setViewMode(Camera::ViewFront);
[6424]202  }
[4414]203  else if( event.type == KeyMapper::PEV_VIEW3)
[6424]204  {
[7347]205    this->setViewMode(Camera::ViewLeft);
[6424]206  }
[4414]207  else if( event.type == KeyMapper::PEV_VIEW4)
[6424]208  {
[7347]209    this->setViewMode(Camera::ViewRight);
[6424]210  }
[4414]211  else if( event.type == KeyMapper::PEV_VIEW5)
[6424]212  {
[7347]213    this->setViewMode(Camera::ViewTop);
[6424]214  }
[4414]215}
[3365]216
[4414]217
[3635]218///////////////////
219// CAMERA-TARGET //
220///////////////////
[2636]221
222
[3635]223CameraTarget::CameraTarget()
[2636]224{
[4320]225  this->setClassID(CL_CAMERA_TARGET, "CameraTarget");
[6424]226  //  this->setParentMode(PNODE_MOVEMENT);
[2636]227}
[3213]228
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