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source: orxonox.OLD/orxonox/branches/old.bezierTrack/src/track.cc @ 3327

Last change on this file since 3327 was 3028, checked in by bensch, 20 years ago

orxonox/branches/bezierTrack: now Camera follows Path. heavy cleanUp of not used stuff like elyptical Camera and so on…

File size: 4.7 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  this->next = NULL;
28  this->previous = NULL;
29  mainTime = .0;
30
31
32  curve = BezierCurve();
33}
34
35/**
36        \brief removes the Track part from memory
37*/
38Track::~Track ()
39{
40  if (next != NULL)
41    delete next;
42  if (previous != NULL)
43    delete previous;
44}
45
46void Track::init()
47{
48 
49}
50
51void Track::addPoint (Vector point)
52{
53  curve.addNode(point);
54
55  return;
56}
57
58
59void Track::addHotPoint (Vector hotPoint)
60{
61
62  return;
63}
64
65Vector Track::getPos (void)
66{
67  return curve.calcPos (mainTime);
68}
69
70Vector Track::getPos (float t)
71{
72  return curve.calcPos (t);
73}
74
75Vector Track::getDir (void)
76{
77  return curve.calcDir (mainTime);
78}
79
80Vector Track::getDir (float t)
81{
82  return curve.calcDir (t);
83}
84
85Quaternion Track::getQuat (void)
86{
87  return curve.calcQuat (mainTime);
88}
89Quaternion Track::getQuat (float t)
90{
91  return curve.calcQuat (t);
92}
93
94/**
95   \brief calculate a camera Placement from a "look at"-Location
96   \param lookat: the Location the camera should be centered on
97   \param camplc: pointer to a buffer where the new camera Placement should be put into
98   
99   Theoretically you can place the camera wherever you want, but for the sake of
100   common sense I suggest that you at least try to keep the thing that should be looked
101   at inside camera boundaries.
102*/
103void Track::map_camera (Location* lookat, Placement* camplc)
104{
105  //  Line trace(*offset, *end - *offset);
106  //  float l = trace.len ();
107 
108  //  float r = (lookat->dist)*PI / l;
109  // camplc->r = trace.r + (trace.a * ((lookat->dist-10.0) / l)) + Vector(0,0,5.0);
110 
111  //  camplc->pos = curve.calcPos(t) + (curve.calcDir(t)* ((lookat->dist-10.0)/t)) + Vector(-5,0,5);
112  camplc->pos = curve.calcPos(mainTime) + (curve.calcDir(mainTime) * 5) + Vector (0,0,5);
113 
114  Vector w(0.0,0.0,0.0);
115  //  w=Vector(0,0,0) - ((trace.r + (trace.a * ((lookat->dist) / l)) - camplc->r));
116  w = Vector(0,0,0) - (((curve.calcPos(mainTime)) + ((curve.calcDir(mainTime)) * ((lookat->dist) / mainTime)) - camplc->pos));
117  //Vector up(0.0,sin(r),cos(r)); // corrupt...
118  Vector up(0.0, 0.0, 1.0);
119
120  camplc->rot = Quaternion(w, up);
121
122  //printf("\n------\nup vector: [%f, %f, %f]\n", up.x, up.y, up.z);
123  //printf("direction: [%f, %f, %f]\n", w.x, w.y, w.z);
124  //printf("quaternion: w[ %f ], v[ %f, %f, %f ]\n", camplc->w.w, camplc->w.v.x, camplc->w.v.y, camplc->w.v.z);
125}
126
127/**
128   \brief calculate a Placement from a given Location
129   \param loc: the Location the entity is in
130   \param plc: a pointer to a buffer where the corresponding Placement should be put
131   into
132   \return: true if track changes - false if track stays
133   
134   There are no limitations to how you transform a Location into a Placement, but for
135   the sake of placement compatibility between track parts you should make sure that
136   the resulting Placement at dist == 0 is equal to the offset Vector and the Placement
137   at dist == len() is equal to the end Vector. Elseway there will be ugly artifacts
138   when transfering between track parts.
139*/
140bool Track::map_coords (Location* loc, Placement* plc)
141{
142  this->setPosition (curve.calcPos (mainTime), WORLD);
143  this->setRotation (curve.calcQuat (mainTime), WORLD);
144  //  printf ("x: %f; y:%f; z:%f\n", getRotation(WORLD).v.x, getRotation(WORLD).v.y, getRotation(WORLD).v.z);
145
146        /* this quaternion represents the rotation from start-vector (0,0,1) to the direction of
147         * the track */
148        Quaternion dir(curve.calcDir(mainTime), Vector(0,0,1)); 
149
150        plc->pos = this->getPosition(WORLD);// curve.calcPos(t) + (curve.calcDir(t) * ((loc->dist) / t)) + /*dir.apply*/(loc->pos);
151        plc->rot = this->getRotation(WORLD);dir * loc->rot;
152       
153        return false;
154}
155
156/**
157        \brief this is called when a WorldEntity enters a Track part
158        \param entity: pointer to the WorldEntity in question
159       
160        You can do stuff like add or remove effects, do some coordinate finetuning
161        or whatever in here.
162*/
163void Track::post_enter (WorldEntity* entity)
164{
165}
166
167/**
168        \brief this is called when a WorldEntity leaves a Track part
169        \param entity: pointer to the WorldEntity in question
170       
171        You can do stuff like add or remove effects, do some coordinate finetuning
172        or whatever in here.
173*/
174void Track::post_leave (WorldEntity* entity)
175{
176}
177
178/**
179        \brief this is called every frame
180        \param deltaT: amount of time passed since the last frame in seconds
181       
182        Do time based or polling scripts here.
183*/
184void Track::tick (float deltaT)
185{
186  mainTime += deltaT/10;
187}
188
189
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