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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Christian Meyer |
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15 | co-programmer: ... |
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16 | */ |
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17 | |
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18 | #include "camera.h" |
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19 | #include "world.h" |
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20 | #include "world_entity.h" |
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21 | |
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22 | using namespace std; |
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23 | |
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24 | /** |
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25 | \brief creates a Camera |
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26 | |
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27 | This standard constructor sets all parameters to zero |
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28 | */ |
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29 | Camera::Camera () |
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30 | { |
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31 | bound = NULL; |
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32 | } |
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33 | |
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34 | /** |
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35 | \brief default destructor |
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36 | */ |
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37 | Camera::~Camera () |
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38 | { |
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39 | } |
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40 | |
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41 | /** |
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42 | \brief time based actualisation of camera parameters |
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43 | \param deltaT: The amount of time that has passed in milliseconds |
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44 | |
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45 | This is called by the World in every time_slice, use it to do fancy time dependant effects (such |
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46 | as smooth camera movement or swaying). |
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47 | */ |
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48 | void Camera::time_slice (Uint32 deltaT) |
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49 | { |
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50 | update_desired_place (); |
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51 | jump (NULL); |
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52 | } |
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53 | |
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54 | /** |
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55 | \brief this calculates the location where the track wants the camera to be |
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56 | |
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57 | This refreshes the placement the camera should have according to the bound entity's position on the track. |
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58 | */ |
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59 | void Camera::update_desired_place () |
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60 | { |
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61 | Orxonox *orx = Orxonox::getInstance(); |
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62 | Location lookat; |
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63 | |
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64 | if( bound != NULL) |
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65 | { |
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66 | bound->get_lookat (&lookat); |
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67 | orx->get_world()->calc_camera_pos (&lookat, &desired_place); |
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68 | } |
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69 | else |
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70 | { |
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71 | desired_place.r = Vector (0,0,0); |
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72 | desired_place.w = Quaternion (); |
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73 | } |
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74 | } |
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75 | |
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76 | /** |
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77 | \brief initialize rendering perspective according to this camera |
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78 | |
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79 | This is called immediately before the a rendering cycle starts, it sets all global rendering options as |
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80 | well as the GL_PROJECTION matrix according to the camera. |
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81 | */ |
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82 | void Camera::apply () |
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83 | { |
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84 | glMatrixMode (GL_PROJECTION); |
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85 | glLoadIdentity (); |
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86 | // view |
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87 | // TO DO: implement options for frustum generation |
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88 | glFrustum( -1.0,1.0,-1.0,1.0,1.5,250.0); |
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89 | //Vector up(0,0,1); |
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90 | //Vector dir(1,0,0); |
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91 | //Quaternion q(dir,up); |
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92 | //float matrix[4][4]; |
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93 | //q.conjugate().matrix (matrix); |
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94 | //glMultMatrixf ((float*)matrix); |
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95 | //glTranslatef (10,0,-5); |
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96 | // |
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97 | //dir = Vector(-1,-1,0); |
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98 | //q = Quaternion( dir, up); |
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99 | //glMatrixMode (GL_MODELVIEW); |
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100 | //glLoadIdentity (); |
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101 | //q.matrix (matrix); |
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102 | //glMultMatrixf ((float*)matrix); |
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103 | //glTranslatef (2,2,0); |
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104 | // |
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105 | //glBegin(GL_TRIANGLES); |
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106 | //glColor3f(1,0,0); |
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107 | //glVertex3f(0,0,0.5); |
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108 | //glColor3f(0,1,0); |
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109 | //glVertex3f(-0.5,0,-1); |
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110 | //glColor3f(0,0,1); |
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111 | //glVertex3f(0.5,0,-1); |
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112 | //glEnd(); |
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113 | |
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114 | // rotation |
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115 | float matrix[4][4]; |
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116 | actual_place.w.conjugate().matrix (matrix); |
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117 | glMultMatrixf ((float*)matrix); |
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118 | // translation |
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119 | glTranslatef (-actual_place.r.x, -actual_place.r.y,- actual_place.r.z); |
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120 | |
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121 | glMatrixMode (GL_MODELVIEW); |
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122 | glLoadIdentity (); |
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123 | |
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124 | printf("Camera@%f/%f/%f\n",actual_place.r.x,actual_place.r.y,actual_place.r.z); |
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125 | Vector unique(1,0,0); |
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126 | Vector test = actual_place.w.apply (unique); |
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127 | printf("Camera&%f/%f/%f\n", test.x, test.y, test.z); |
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128 | } |
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129 | |
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130 | /** |
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131 | \brief set the camera position |
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132 | \param plc: The Placement to set the camera to |
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133 | |
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134 | This will set the actual and desired placement of the camera to plc |
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135 | */ |
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136 | void Camera::jump (Placement* plc = NULL) |
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137 | { |
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138 | if( plc == NULL) |
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139 | { |
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140 | actual_place = desired_place; |
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141 | } |
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142 | else |
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143 | { |
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144 | desired_place = *plc; |
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145 | actual_place = *plc; |
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146 | } |
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147 | } |
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148 | |
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149 | /** |
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150 | \brief bind the camera to an entity |
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151 | \param entity: The enitity to bind the camera to |
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152 | |
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153 | This sets the focus of the camera to the given entity. This means that it will use the given WorldEntity's |
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154 | Location and get_lookat() to determine the viewpoint the camera will render from. |
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155 | Note that you cannot bind a camera to a free entity. |
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156 | */ |
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157 | void Camera::bind (WorldEntity* entity) |
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158 | { |
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159 | if( entity != NULL) |
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160 | { |
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161 | if( entity->isFree ()) printf("Cannot bind camera to free entity"); |
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162 | else bound = entity; |
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163 | } |
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164 | } |
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