/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Christian Meyer co-programmer: ... */ #include "track.h" using namespace std; /** \brief creates a null Track part */ Track::Track () { this->next = NULL; this->previous = NULL; mainTime = .0; curve = BezierCurve(); } /** \brief removes the Track part from memory */ Track::~Track () { if (next != NULL) delete next; if (previous != NULL) delete previous; } void Track::init() { } void Track::addPoint (Vector point) { curve.addNode(point); return; } void Track::addHotPoint (Vector hotPoint) { return; } Vector Track::getPos (void) { return curve.calcPos (mainTime); } Vector Track::getPos (float t) { return curve.calcPos (t); } Vector Track::getDir (void) { return curve.calcDir (mainTime); } Vector Track::getDir (float t) { return curve.calcDir (t); } Quaternion Track::getQuat (void) { return curve.calcQuat (mainTime); } Quaternion Track::getQuat (float t) { return curve.calcQuat (t); } /** \brief calculate a camera Placement from a "look at"-Location \param lookat: the Location the camera should be centered on \param camplc: pointer to a buffer where the new camera Placement should be put into Theoretically you can place the camera wherever you want, but for the sake of common sense I suggest that you at least try to keep the thing that should be looked at inside camera boundaries. */ void Track::map_camera (Location* lookat, Placement* camplc) { // Line trace(*offset, *end - *offset); // float l = trace.len (); // float r = (lookat->dist)*PI / l; // camplc->r = trace.r + (trace.a * ((lookat->dist-10.0) / l)) + Vector(0,0,5.0); // camplc->pos = curve.calcPos(t) + (curve.calcDir(t)* ((lookat->dist-10.0)/t)) + Vector(-5,0,5); camplc->pos = curve.calcPos(mainTime) + (curve.calcDir(mainTime) * 5) + Vector (0,0,5); Vector w(0.0,0.0,0.0); // w=Vector(0,0,0) - ((trace.r + (trace.a * ((lookat->dist) / l)) - camplc->r)); w = Vector(0,0,0) - (((curve.calcPos(mainTime)) + ((curve.calcDir(mainTime)) * ((lookat->dist) / mainTime)) - camplc->pos)); //Vector up(0.0,sin(r),cos(r)); // corrupt... Vector up(0.0, 0.0, 1.0); camplc->rot = Quaternion(w, up); //printf("\n------\nup vector: [%f, %f, %f]\n", up.x, up.y, up.z); //printf("direction: [%f, %f, %f]\n", w.x, w.y, w.z); //printf("quaternion: w[ %f ], v[ %f, %f, %f ]\n", camplc->w.w, camplc->w.v.x, camplc->w.v.y, camplc->w.v.z); } /** \brief calculate a Placement from a given Location \param loc: the Location the entity is in \param plc: a pointer to a buffer where the corresponding Placement should be put into \return: true if track changes - false if track stays There are no limitations to how you transform a Location into a Placement, but for the sake of placement compatibility between track parts you should make sure that the resulting Placement at dist == 0 is equal to the offset Vector and the Placement at dist == len() is equal to the end Vector. Elseway there will be ugly artifacts when transfering between track parts. */ bool Track::map_coords (Location* loc, Placement* plc) { this->setPosition (curve.calcPos (mainTime), WORLD); this->setRotation (curve.calcQuat (mainTime), WORLD); // printf ("x: %f; y:%f; z:%f\n", getRotation(WORLD).v.x, getRotation(WORLD).v.y, getRotation(WORLD).v.z); /* this quaternion represents the rotation from start-vector (0,0,1) to the direction of * the track */ Quaternion dir(curve.calcDir(mainTime), Vector(0,0,1)); plc->pos = this->getPosition(WORLD);// curve.calcPos(t) + (curve.calcDir(t) * ((loc->dist) / t)) + /*dir.apply*/(loc->pos); plc->rot = this->getRotation(WORLD);dir * loc->rot; return false; } /** \brief this is called when a WorldEntity enters a Track part \param entity: pointer to the WorldEntity in question You can do stuff like add or remove effects, do some coordinate finetuning or whatever in here. */ void Track::post_enter (WorldEntity* entity) { } /** \brief this is called when a WorldEntity leaves a Track part \param entity: pointer to the WorldEntity in question You can do stuff like add or remove effects, do some coordinate finetuning or whatever in here. */ void Track::post_leave (WorldEntity* entity) { } /** \brief this is called every frame \param deltaT: amount of time passed since the last frame in seconds Do time based or polling scripts here. */ void Track::tick (float deltaT) { mainTime += deltaT/10; }