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source: orxonox.OLD/orxonox/branches/dave/src/camera.cc @ 3500

Last change on this file since 3500 was 3401, checked in by dave, 20 years ago

branches/dave/src:Ok, diesmal ist die Rotation besser gelungen, schoener programmiert und vor allem nur im player.cc und player.h

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[2068]1
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:
[2080]14   main-programmer: Christian Meyer
[2068]15   co-programmer: ...
16*/
17
18#include "camera.h"
[2100]19#include "world.h"
20#include "world_entity.h"
[2068]21
22using namespace std;
23
[2096]24/**
25   \brief creates a Camera
26   
27   This standard constructor sets all parameters to zero
28*/
[2636]29Camera::Camera (World* world)
[2068]30{
[2636]31  this->world = world;
[3215]32  this->bound = NULL;
[2551]33  /* give it some physical live */
[3215]34  this->m = 10;
35  this->a = new Vector(0.0, 0.0, 0.0);
36  this->v = new Vector(0.0, 0.0, 0.0);
37  this->fs = new Vector(0.0, 0.0, 0.0);
38  this->cameraMode = NORMAL;
39  this->deltaTime = 3000.0;
40  this->cameraOffset = 1.0;
41  this->cameraOffsetZ = 10.0;
42  this->t = 0.0;
[2551]43
[3365]44
45  this->setDrawable (false);
[2068]46}
47
[2096]48/**
49   \brief default destructor
50*/
[2068]51Camera::~Camera ()
52{
53}
54
[2096]55/**
56   \brief time based actualisation of camera parameters
57   \param deltaT: The amount of time that has passed in milliseconds
58   
59   This is called by the World in every time_slice, use it to do fancy time dependant effects (such
60   as smooth camera movement or swaying).
61*/
[3225]62void Camera::timeSlice (Uint32 deltaT)
[2068]63{
[3215]64  if( this->t <= deltaTime)
65    {this->t += deltaT;}
[2551]66  //printf("time is: t=%f\n", t );
[3236]67  updateDesiredPlace();
[3365]68  //jump(NULL);
[2068]69}
70
[2096]71/**
[2551]72   \brief this calculates the location where the track wants the camera to be
[2096]73   
[2551]74   This refreshes the placement the camera should have according to the
75   bound entity's position on the track.
[2096]76*/
[3228]77void Camera::updateDesiredPlace ()
[2068]78{
[2551]79  switch(cameraMode)
80    {
81     
82    case ELLIPTICAL:
83      {
[3365]84        /*
[2551]85        //r = actual_place.r
86        Orxonox *orx = Orxonox::getInstance();
87        Location lookat; 
88        Placement plFocus;
89        if( bound != NULL)
90          {
[3236]91            bound->getLookat (&lookat);
[3228]92            orx->getWorld()->calcCameraPos (&lookat, &plFocus);
[2551]93            Quaternion *fr;
94            if(t < 20.0)
95              {
96                Vector *start = new Vector(0.0, 1.0, 0.0);
97                r = *(new Vector(0.0, 5.0, 0.0));
98
99                Vector up(0.0, 0.0, 1.0);
[2068]100               
[2551]101                Vector op(1.0, 0.0, 0.0);
[3228]102                float angle = angleDeg(op, *start);
[2551]103                printf("angle is: %f\n", angle);
104
105                //if in one plane
106                from = new Quaternion(angle, up);
107
108                //from = new Quaternion(*start, *up);
109                //&from = &plFocus.w;
110                //fr = &plFocus.w; real quaternion use
111               
112
113
114                Vector vDirection(1.0, 0.0, 0.0);
115                //vDirection = plFocus.w.apply(vDirection);
116                to = new Quaternion(vDirection, *start);
117                res = new Quaternion();
118              }
119            //printf("vector r = %f, %f, %f\n",r.x, r.y, r.z );
120            rAbs = r.len();
[3365]121            if(t < 30)
[2551]122              {
123                ka = rAbs / deltaTime*deltaTime;
124              }
[3365]125
[2551]126            res->quatSlerp(to, from, t/deltaTime, res);
127
128            Vector ursp(0.0, 0.0, 0.0);
[3365]129            desiredPlace.r =  ursp - res->apply(r);
[2551]130
[3228]131            printf("desired place is: %f, %f, %f\n", desiredPlace.r.x, desiredPlace.r.y, desiredPlace.r.z);
[2551]132            //plLastBPlace = *bound->get_placement();
[3365]133           
[2551]134          }
[3365]135      */
[2551]136      }
137      break;
138    case SMOTH_FOLLOW:
139      {
[3365]140        /*
[3228]141        Placement *plBound = bound->getPlacement();
[2551]142        Location lcBound;
143        if(bound != null)
144          {
[3228]145            bound->getLookat(&lcBound);
[2551]146            Vector vDirection(0.0, 0.0, 1.0);
147            vDirection = plBound->w.apply(vDirection);
[3365]148            desiredPlace.r = (vDirection * ((lcBound.dist-10.0))) + Vector(0,0,5.0);
[2551]149          }
[3365]150        */
[2551]151        break;
152      }
153      /* this is a camera mode that tries just to follow the entity. */
154    case STICKY:
155      {
[3365]156        /*
[2551]157        if(bound != null)
158          {
[3236]159            Placement *plBound = bound->getPlacement();
[2551]160            Vector vDirection(0.0, 0.0, 1.0);
161            Vector eclipticOffset(0.0, 0.0, 5.0);
162            vDirection = plBound->w.apply(vDirection);
[3228]163            desiredPlace.r = plBound->r - vDirection*10 + eclipticOffset;
[2551]164          }
[3365]165        */
[2551]166        break;
167      }
168      /* the camera is handled like an entity and rolls on the track */
169    case NORMAL:
[2636]170      if( bound != NULL && world != NULL )
[2551]171        {
[3365]172          //FIXME: camera should be made via relative coordinates
[3401]173          Vector* cameraOffset = new Vector (-15,8, 0);
[3365]174          this->setRelCoor (cameraOffset);
[2551]175        } 
176      else
177        {
[3365]178          /*
[3228]179          desiredPlace.r = Vector (0,0,0);
180          desiredPlace.w = Quaternion ();
[3365]181          */
[2551]182        }
183      break;
184    }
[2068]185}
186
[2096]187/**
[2551]188   \brief initialize rendering perspective according to this camera
[2096]189   
[2551]190   This is called immediately before the rendering cycle starts, it sets all global
191   rendering options as well as the GL_PROJECTION matrix according to the camera.
[2096]192*/
[2068]193void Camera::apply ()
194{
[2551]195  glMatrixMode (GL_PROJECTION);
[2112]196  glLoadIdentity ();
[2551]197  // view
198  // TO DO: implement options for frustum generation
[3175]199  //glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0);
200  gluPerspective(60, 1.2f, 0.1, 250);
201 
[2551]202  //Vector up(0,0,1);
203  //Vector dir(1,0,0);
204  //Quaternion q(dir,up);
205  //float matrix[4][4];
206  //q.conjugate().matrix (matrix);
207  //glMultMatrixf ((float*)matrix);
208  //glTranslatef (10,0,-5);
209  //
210  //dir = Vector(-1,-1,0);
211  //q = Quaternion( dir, up);
212  //glMatrixMode (GL_MODELVIEW);
213  //glLoadIdentity ();
214  //q.matrix (matrix);
215  //glMultMatrixf ((float*)matrix);
216  //glTranslatef (2,2,0);
217  //
218  //glBegin(GL_TRIANGLES);
219  //glColor3f(1,0,0);
220  //glVertex3f(0,0,0.5);
221  //glColor3f(0,1,0);
222  //glVertex3f(-0.5,0,-1);
223  //glColor3f(0,0,1);
224  //glVertex3f(0.5,0,-1);
225  //glEnd();   
[2115]226
[2551]227  // ===== first camera control calculation option
228  // rotation
[2112]229  float matrix[4][4];
[3365]230  //this->absDirection.conjugate().matrix (matrix);
[2551]231  /* orientation and */
[3365]232  //glMultMatrixf ((float*)matrix);
233
[2551]234  /*  translation */
[3365]235  //glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z );
[2551]236
[3365]237
[2551]238  // ===== second camera control calculation option
[3365]239 
240  gluLookAt(this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z, 
241            this->parent->getAbsCoor ().x, this->parent->getAbsCoor ().y, this->parent->getAbsCoor ().z,
242            0.0, 1.0, 0.0);
243 
[2551]244
[2068]245  glMatrixMode (GL_MODELVIEW);
[2080]246  glLoadIdentity ();
[2068]247}
248
249
[3365]250
[2096]251/**
252  \brief bind the camera to an entity
253  \param entity: The enitity to bind the camera to
254       
[3213]255  This sets the focus of the camera to the given entity. This means that it will use the given WorldEntity's
256  Location and get_lookat() to determine the viewpoint the camera will render from.
257  Note that you cannot bind a camera to a free entity.
[2096]258*/
[2068]259void Camera::bind (WorldEntity* entity)
260{
[2551]261  if( entity != NULL)
262    {
[3213]263      if( entity->isFree()) printf("Cannot bind camera to free entity");
[2551]264      else 
[2080]265        {
[3213]266          this->bound = entity;
[2551]267        }
268    } 
[2068]269}
[2636]270
271
272void Camera::setWorld(World* world)
273{
274  this->world = world;
275}
[3213]276
277
278/**
279   \brief destroy, reset the camera so that it doesn't perform anything anymore
280
281*/
282void Camera::destroy()
283{
284  this->bound = NULL;
285  this->world = NULL;
286}
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