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source: orxonox.OLD/orxonox/branches/buerli/src/track.cc @ 2602

Last change on this file since 2602 was 2551, checked in by patrick, 20 years ago

orxonox/trunk: minor changes - enhanced sc controll, fixed uncontrolled rotation effect, added some debug outputs for testing purposes, reformatted some src files from win style but not all

File size: 4.2 KB
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2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Christian Meyer
15   co-programmer: ...
16*/
17
18#include "track.h"
19
20using namespace std;
21
22/**
23        \brief creates a null Track part
24*/
25Track::Track ()
26{
27        ID = 0;
28        offset = NULL;
29        end = NULL;
30        nextID = 0;
31}
32
33/**
34        \brief creates a functional base Track part
35        \param number: the ID if this Track part
36        \param next: the ID of the next Track part
37        \param start: pointer to an anchor point (Vector) representing the offset of this part
38        \param finish: pointer to an anchor point (Vector) representing the end of this part
39*/
40Track::Track (Uint32 number, Uint32 next, Vector* start, Vector* finish)
41{
42        ID = number;
43        offset = start;
44        end = finish;
45        nextID = next;
46}
47
48/**
49        \brief removes the Track part from memory
50*/
51Track::~Track ()
52{
53}
54
55/**
56   \brief calculate a camera Placement from a "look at"-Location
57   \param lookat: the Location the camera should be centered on
58   \param camplc: pointer to a buffer where the new camera Placement should be put into
59   
60   Theoretically you can place the camera wherever you want, but for the sake of
61   common sense I suggest that you at least try to keep the thing that should be looked
62   at inside camera boundaries.
63*/
64void Track::map_camera (Location* lookat, Placement* camplc)
65{
66  Line trace(*offset, *end - *offset);
67  float l = trace.len ();
68 
69  //    camplc->r = *offset + Vector(0,0,0.5);
70  //    camplc->w = Quaternion (trace.a, Vector(0,0,1));
71  float r = (lookat->dist)*PI / l;
72  camplc->r = trace.r + (trace.a * ((lookat->dist-10.0) / l)) + Vector(0,0,5.0);
73 
74  Vector w(0.0,0.0,0.0);
75  w=Vector(0,0,0) - ((trace.r + (trace.a * ((lookat->dist) / l)) - camplc->r));
76  //Vector up(0.0,sin(r),cos(r)); // corrupt...
77  Vector up(0.0, 0.0, 1.0);
78
79  camplc->w = Quaternion(w, up);
80
81  //printf("\n------\nup vector: [%f, %f, %f]\n", up.x, up.y, up.z);
82  //printf("direction: [%f, %f, %f]\n", w.x, w.y, w.z);
83  //printf("quaternion: w[ %f ], v[ %f, %f, %f ]\n", camplc->w.w, camplc->w.v.x, camplc->w.v.y, camplc->w.v.z);
84}
85
86/**
87   \brief calculate a Placement from a given Location
88   \param loc: the Location the entity is in
89   \param plc: a pointer to a buffer where the corresponding Placement should be put
90   into
91   \return: true if track changes - false if track stays
92   
93   There are no limitations to how you transform a Location into a Placement, but for
94   the sake of placement compatibility between track parts you should make sure that
95   the resulting Placement at dist == 0 is equal to the offset Vector and the Placement
96   at dist == len() is equal to the end Vector. Elseway there will be ugly artifacts
97   when transfering between track parts.
98*/
99bool Track::map_coords (Location* loc, Placement* plc)
100{
101        Line trace(*offset, *end - *offset);
102        float l = trace.len ();
103       
104        /* change to the next track? */
105        if( loc->dist > l)
106        {
107                loc->dist -= l;
108                loc->part = nextID;
109                //FIXME: loc->track = this;
110                return true;
111        }
112       
113        /* this quaternion represents the rotation from start-vector (0,0,1) to the direction of
114         * the track */
115        Quaternion dir(trace.a, Vector(0,0,1)); 
116
117        plc->r = trace.r + (trace.a * ((loc->dist) / l)) + /*dir.apply*/(loc->pos);
118        plc->w = dir * loc->rot;
119       
120        return false;
121}
122
123/**
124        \brief this is called when a WorldEntity enters a Track part
125        \param entity: pointer to the WorldEntity in question
126       
127        You can do stuff like add or remove effects, do some coordinate finetuning
128        or whatever in here.
129*/
130void Track::post_enter (WorldEntity* entity)
131{
132}
133
134/**
135        \brief this is called when a WorldEntity leaves a Track part
136        \param entity: pointer to the WorldEntity in question
137       
138        You can do stuff like add or remove effects, do some coordinate finetuning
139        or whatever in here.
140*/
141void Track::post_leave (WorldEntity* entity)
142{
143}
144
145/**
146        \brief this is called every frame
147        \param deltaT: amount of time passed since the last frame in seconds
148       
149        Do time based or polling scripts here.
150*/
151void Track::tick (float deltaT)
152{
153}
154
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