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

Last change on this file since 3500 was 3039, checked in by bensch, 20 years ago

orxonox/branches/bezierTrack: camera Has A and not Is A Coordinate: Patrick, I finally got what you ment.

File size: 4.7 KB
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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:
14   main-programmer: Christian Meyer
15   co-programmer: ...
16*/
17
18#include "camera.h"
19#include "world.h"
20#include "world_entity.h"
21
22using namespace std;
23
24/**
25   \brief creates a Camera
26   
27   This standard constructor sets all parameters to zero
28*/
29Camera::Camera (World* world)
30{
31  this->world = world;
32  coord = new Coordinate();
33
34  bound = NULL;
35  /* give it some physical live */
36  mass = 10;
37  acceleration = new Vector(0.0, 0.0, 0.0);
38  velocity = new Vector(0.0, 0.0, 0.0);
39  cameraMode = NORMAL;
40  deltaTime = 3000.0;
41  cameraOffset = 1.0;
42  cameraOffsetZ = 10.0;
43  t = 0.0;
44
45  actual_place.pos.x = 0.0;
46  actual_place.pos.y = 10.0;
47  actual_place.pos.z = -5.0;
48 
49  // Initializing Target
50  target = new CameraTarget (Vector (0,0,0));
51 
52}
53
54/**
55   \brief default destructor
56*/
57Camera::~Camera ()
58{
59}
60
61/**
62   \brief time based actualisation of camera parameters
63   \param deltaT: The amount of time that has passed in milliseconds
64   
65   This is called by the World in every time_slice, use it to do fancy time dependant effects (such
66   as smooth camera movement or swaying).
67*/
68void Camera::time_slice (Uint32 deltaT)
69{
70  if(t <= deltaTime)
71    {t += deltaT;}
72  //printf("time is: t=%f\n", t );
73  update_desired_place ();
74  jump (NULL);
75}
76
77/**
78   \brief this calculates the location where the track wants the camera to be
79   
80   This refreshes the placement the camera should have according to the
81   bound entity's position on the track.
82*/
83void Camera::update_desired_place ()
84{
85  switch(cameraMode)
86    {
87
88    case NORMAL:
89      coord->setPosition(world->track->getPos() - world->track->getDir() *10 +Vector (0,0,5), WORLD);
90      target->coord->setPosition(world->track->getPos(), WORLD);
91
92      Location lookat;
93      if( bound != NULL && world != NULL )
94        {
95          bound->get_lookat (&lookat);
96          world->calc_camera_pos (&lookat, &desired_place);
97        } 
98      else
99        {
100          desired_place.pos = Vector (0,0,0);
101          desired_place.rot = Quaternion (); 
102        }
103      break;
104    }
105}
106
107/**
108   \brief initialize rendering perspective according to this camera
109   
110   This is called immediately before the rendering cycle starts, it sets all global
111   rendering options as well as the GL_PROJECTION matrix according to the camera.
112*/
113void Camera::apply ()
114{
115  glMatrixMode (GL_PROJECTION);
116  glLoadIdentity ();
117  // view
118  // TO DO: implement options for frustum generation
119  glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0);
120
121  // ===== first camera control calculation option
122  // rotation
123  Vector eye = coord->getPosition(WORLD);
124  Vector targetV = target->coord->getPosition(WORLD);
125
126  gluLookAt (eye.x, eye.y, eye.z, 
127             targetV.x, targetV.y, targetV.z, 
128             0,0,1);
129
130  float matrix[4][4];
131  actual_place.rot.conjugate().matrix (matrix);
132  /* orientation and */
133  //  glMultMatrixf ((float*)matrix);
134  /*  translation */
135  //  glTranslatef (-actual_place.pos.x, -actual_place.pos.y,- actual_place.pos.z);
136  //Placement *plBound = bound->get_placement();
137
138  // ===== second camera control calculation option
139  /*
140    gluLookAt(actual_place.pos.x, actual_place.pos.y, actual_place.pos.z,
141              bound->pos.x, bound->pos.y, bound->pos.z,
142              0.0, 0.0, 1.0);
143  */   
144
145  glMatrixMode (GL_MODELVIEW);
146  glLoadIdentity ();
147}
148
149/**
150  \brief set the camera position
151  \param plc: The Placement to set the camera to
152       
153        This will set the actual and desired placement of the camera to plc
154*/
155void Camera::jump (Placement* plc = NULL)
156{
157  if( plc == NULL)
158    {
159      actual_place = desired_place;
160      //printf("Camera|jump: camer@ %f, %f, %f\n\n", actual_place.r.x, actual_place.r.y, actual_place.r.z);
161    }
162  else
163    {
164      desired_place = *plc;
165      actual_place = *plc;
166    }
167}
168
169/**
170  \brief bind the camera to an entity
171  \param entity: The enitity to bind the camera to
172       
173        This sets the focus of the camera to the given entity. This means that it will use the given WorldEntity's
174        Location and get_lookat() to determine the viewpoint the camera will render from.
175        Note that you cannot bind a camera to a free entity.
176*/
177void Camera::bind (WorldEntity* entity)
178{
179  if( entity != NULL)
180    {
181      if( entity->isFree ()) printf("Cannot bind camera to free entity");
182      else 
183        {
184          bound = entity;
185        }
186    } 
187}
188
189
190void Camera::setWorld(World* world)
191{
192  this->world = world;
193}
194
195
196
197CameraTarget::CameraTarget ()
198{
199  coord = new Coordinate();
200
201}
202
203CameraTarget::CameraTarget (Vector pos)
204{
205  coord->setPosition (pos, WORLD);
206}
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