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source: orxonox.OLD/orxonox/branches/nico/src/track.cc @ 3288

Last change on this file since 3288 was 3238, checked in by bensch, 20 years ago

orxonox/branches: updated branches: buerli, nico, sound. And moved bezierTrack to old.bezierTrack. Conflicts resolved in a usefull order.
Conflics mostly resolved in favor of trunk
merge.

File size: 4.3 KB
RevLine 
[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
[3005]15   co-programmer: ...
[2068]16*/
17
18#include "track.h"
19
20using namespace std;
21
[2141]22/**
[3238]23   \brief creates a null Track part
[2141]24*/
[2101]25Track::Track ()
26{
[3238]27  this->ID = 0;
28  this->offset = NULL;
29  this->end = NULL;
30  this->nextID = 0;
[2101]31}
32
[2141]33/**
[3238]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
[2141]39*/
[2080]40Track::Track (Uint32 number, Uint32 next, Vector* start, Vector* finish)
[2068]41{
[3238]42  this->ID = number;
43  this->offset = start;
44  this->end = finish;
45  this->nextID = next;
[2068]46}
47
[2141]48/**
[3238]49   \brief removes the Track part from memory
[2141]50*/
[2068]51Track::~Track ()
52{
53}
54
[2636]55void Track::init()
56{
57 
58}
59
60
[2141]61/**
[2551]62   \brief calculate a camera Placement from a "look at"-Location
63   \param lookat: the Location the camera should be centered on
64   \param camplc: pointer to a buffer where the new camera Placement should be put into
65   
66   Theoretically you can place the camera wherever you want, but for the sake of
67   common sense I suggest that you at least try to keep the thing that should be looked
68   at inside camera boundaries.
[2141]69*/
[3238]70void Track::mapCamera (Location* lookat, Placement* camplc)
[2068]71{
[2551]72  Line trace(*offset, *end - *offset);
73  float l = trace.len ();
74 
75  //    camplc->r = *offset + Vector(0,0,0.5);
76  //    camplc->w = Quaternion (trace.a, Vector(0,0,1));
[3005]77  float r = (lookat->dist)*PI / l;
[2551]78  camplc->r = trace.r + (trace.a * ((lookat->dist-10.0) / l)) + Vector(0,0,5.0);
79 
80  Vector w(0.0,0.0,0.0);
81  w=Vector(0,0,0) - ((trace.r + (trace.a * ((lookat->dist) / l)) - camplc->r));
82  //Vector up(0.0,sin(r),cos(r)); // corrupt...
83  Vector up(0.0, 0.0, 1.0);
84
85  camplc->w = Quaternion(w, up);
86
87  //printf("\n------\nup vector: [%f, %f, %f]\n", up.x, up.y, up.z);
88  //printf("direction: [%f, %f, %f]\n", w.x, w.y, w.z);
89  //printf("quaternion: w[ %f ], v[ %f, %f, %f ]\n", camplc->w.w, camplc->w.v.x, camplc->w.v.y, camplc->w.v.z);
[2068]90}
91
[2141]92/**
[2551]93   \brief calculate a Placement from a given Location
94   \param loc: the Location the entity is in
95   \param plc: a pointer to a buffer where the corresponding Placement should be put
96   into
97   \return: true if track changes - false if track stays
98   
99   There are no limitations to how you transform a Location into a Placement, but for
100   the sake of placement compatibility between track parts you should make sure that
101   the resulting Placement at dist == 0 is equal to the offset Vector and the Placement
102   at dist == len() is equal to the end Vector. Elseway there will be ugly artifacts
103   when transfering between track parts.
[2141]104*/
[3238]105bool Track::mapCoords (Location* loc, Placement* plc)
[2068]106{
[3238]107  Line trace(*offset, *end - *offset);
108  float l = trace.len ();
109 
110  /* change to the next track? */
111  if( loc->dist > l)
112    {
113      loc->dist -= l;
114      loc->part = nextID;
115      //FIXME: loc->track = this;
116      return true;
117    }
118 
119  /* this quaternion represents the rotation from start-vector (0,0,1) to the direction of
120   * the track */
121  Quaternion dir(trace.a, Vector(0,0,1)); 
122 
123  plc->r = trace.r + (trace.a * ((loc->dist) / l)) + /*dir.apply*/(loc->pos);
124  plc->w = dir * loc->rot;
125 
126  return false;
[2068]127}
128
[3238]129
[2141]130/**
[3238]131   \brief this is called when a WorldEntity enters a Track part
132   \param entity: pointer to the WorldEntity in question
133   
134   You can do stuff like add or remove effects, do some coordinate finetuning
135   or whatever in here.
[2141]136*/
[3238]137void Track::postEnter (WorldEntity* entity)
[2080]138{
139}
[2068]140
[3238]141
[2141]142/**
[3238]143   \brief this is called when a WorldEntity leaves a Track part
144   \param entity: pointer to the WorldEntity in question
145   
146   You can do stuff like add or remove effects, do some coordinate finetuning
147   or whatever in here.
[2141]148*/
[3238]149void Track::postLeave (WorldEntity* entity)
[2080]150{
151}
[2068]152
[3238]153
[2141]154/**
[3238]155   \brief this is called every frame
156   \param deltaT: amount of time passed since the last frame in seconds
157   
158   Do time based or polling scripts here.
[2141]159*/
[2080]160void Track::tick (float deltaT)
161{
162}
[2068]163
164
[2080]165
166
167
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