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source: orxonox.OLD/orxonox/branches/parenting/src/camera.cc @ 3311

Last change on this file since 3311 was 3307, checked in by patrick, 20 years ago

orxonox/branches/parenting: now parenting works visibly good :) meaning, that the old abilities have been reimplemented and are working now. turned coord system again to the old one to be able to enjoy the terrific green lands of orxonox

File size: 7.2 KB
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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
[3236]44  this->actualPlace.r.x = 0.0;
45  this->actualPlace.r.y = 10.0;
46  this->actualPlace.r.z = -5.0;
[3302]47
48  this->setDrawable (false);
[2068]49}
50
[2096]51/**
52   \brief default destructor
53*/
[2068]54Camera::~Camera ()
55{
56}
57
[2096]58/**
59   \brief time based actualisation of camera parameters
60   \param deltaT: The amount of time that has passed in milliseconds
61   
62   This is called by the World in every time_slice, use it to do fancy time dependant effects (such
63   as smooth camera movement or swaying).
64*/
[3225]65void Camera::timeSlice (Uint32 deltaT)
[2068]66{
[3215]67  if( this->t <= deltaTime)
68    {this->t += deltaT;}
[2551]69  //printf("time is: t=%f\n", t );
[3236]70  updateDesiredPlace();
[3215]71  jump(NULL);
[2068]72}
73
[2096]74/**
[2551]75   \brief this calculates the location where the track wants the camera to be
[2096]76   
[2551]77   This refreshes the placement the camera should have according to the
78   bound entity's position on the track.
[2096]79*/
[3228]80void Camera::updateDesiredPlace ()
[2068]81{
[2551]82  switch(cameraMode)
83    {
84     
85    case ELLIPTICAL:
86      {
[3302]87        /*
[2551]88        //r = actual_place.r
89        Orxonox *orx = Orxonox::getInstance();
90        Location lookat; 
91        Placement plFocus;
92        if( bound != NULL)
93          {
[3236]94            bound->getLookat (&lookat);
[3228]95            orx->getWorld()->calcCameraPos (&lookat, &plFocus);
[2551]96            Quaternion *fr;
97            if(t < 20.0)
98              {
99                Vector *start = new Vector(0.0, 1.0, 0.0);
100                r = *(new Vector(0.0, 5.0, 0.0));
101
102                Vector up(0.0, 0.0, 1.0);
[2068]103               
[2551]104                Vector op(1.0, 0.0, 0.0);
[3228]105                float angle = angleDeg(op, *start);
[2551]106                printf("angle is: %f\n", angle);
107
108                //if in one plane
109                from = new Quaternion(angle, up);
110
111                //from = new Quaternion(*start, *up);
112                //&from = &plFocus.w;
113                //fr = &plFocus.w; real quaternion use
114               
115
116
117                Vector vDirection(1.0, 0.0, 0.0);
118                //vDirection = plFocus.w.apply(vDirection);
119                to = new Quaternion(vDirection, *start);
120                res = new Quaternion();
121              }
122            //printf("vector r = %f, %f, %f\n",r.x, r.y, r.z );
123            rAbs = r.len();
[3302]124            if(t < 30)
[2551]125              {
126                ka = rAbs / deltaTime*deltaTime;
127              }
[3302]128
[2551]129            res->quatSlerp(to, from, t/deltaTime, res);
130
131            Vector ursp(0.0, 0.0, 0.0);
[3302]132            desiredPlace.r =  ursp - res->apply(r);
[2551]133
[3228]134            printf("desired place is: %f, %f, %f\n", desiredPlace.r.x, desiredPlace.r.y, desiredPlace.r.z);
[2551]135            //plLastBPlace = *bound->get_placement();
[3302]136           
[2551]137          }
[3302]138      */
[2551]139      }
140      break;
141    case SMOTH_FOLLOW:
142      {
[3302]143        /*
[3228]144        Placement *plBound = bound->getPlacement();
[2551]145        Location lcBound;
146        if(bound != null)
147          {
[3228]148            bound->getLookat(&lcBound);
[2551]149            Vector vDirection(0.0, 0.0, 1.0);
150            vDirection = plBound->w.apply(vDirection);
[3302]151            desiredPlace.r = (vDirection * ((lcBound.dist-10.0))) + Vector(0,0,5.0);
[2551]152          }
[3302]153        */
[2551]154        break;
155      }
156      /* this is a camera mode that tries just to follow the entity. */
157    case STICKY:
158      {
[3302]159        /*
[2551]160        if(bound != null)
161          {
[3236]162            Placement *plBound = bound->getPlacement();
[2551]163            Vector vDirection(0.0, 0.0, 1.0);
164            Vector eclipticOffset(0.0, 0.0, 5.0);
165            vDirection = plBound->w.apply(vDirection);
[3228]166            desiredPlace.r = plBound->r - vDirection*10 + eclipticOffset;
[2551]167          }
[3302]168        */
[2551]169        break;
170      }
171      /* the camera is handled like an entity and rolls on the track */
172    case NORMAL:
173      Location lookat; 
[2636]174      if( bound != NULL && world != NULL )
[2551]175        {
[3302]176          //bound->getLookat (&lookat);
177          //bound->getAbsCoor ()
178          //world->calcCameraPos (&lookat, &desiredPlace);
179          //FIXME: camera should be made via relative coordinates
180          Vector* cameraOffset = new Vector (-10, 0, 5);
181          this->setRelCoor (cameraOffset);
[2551]182        } 
183      else
184        {
[3302]185          /*
[3228]186          desiredPlace.r = Vector (0,0,0);
187          desiredPlace.w = Quaternion ();
[3302]188          */
[2551]189        }
190      break;
191    }
[2068]192}
193
[2096]194/**
[2551]195   \brief initialize rendering perspective according to this camera
[2096]196   
[2551]197   This is called immediately before the rendering cycle starts, it sets all global
198   rendering options as well as the GL_PROJECTION matrix according to the camera.
[2096]199*/
[2068]200void Camera::apply ()
201{
[2551]202  glMatrixMode (GL_PROJECTION);
[2112]203  glLoadIdentity ();
[2551]204  // view
205  // TO DO: implement options for frustum generation
[3175]206  //glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0);
207  gluPerspective(60, 1.2f, 0.1, 250);
208 
[2551]209  //Vector up(0,0,1);
210  //Vector dir(1,0,0);
211  //Quaternion q(dir,up);
212  //float matrix[4][4];
213  //q.conjugate().matrix (matrix);
214  //glMultMatrixf ((float*)matrix);
215  //glTranslatef (10,0,-5);
216  //
217  //dir = Vector(-1,-1,0);
218  //q = Quaternion( dir, up);
219  //glMatrixMode (GL_MODELVIEW);
220  //glLoadIdentity ();
221  //q.matrix (matrix);
222  //glMultMatrixf ((float*)matrix);
223  //glTranslatef (2,2,0);
224  //
225  //glBegin(GL_TRIANGLES);
226  //glColor3f(1,0,0);
227  //glVertex3f(0,0,0.5);
228  //glColor3f(0,1,0);
229  //glVertex3f(-0.5,0,-1);
230  //glColor3f(0,0,1);
231  //glVertex3f(0.5,0,-1);
232  //glEnd();   
[2115]233
[2551]234  // ===== first camera control calculation option
235  // rotation
[2112]236  float matrix[4][4];
[3302]237  //this->absDirection.conjugate().matrix (matrix);
[2551]238  /* orientation and */
[3302]239  //glMultMatrixf ((float*)matrix);
[3307]240
[2551]241  /*  translation */
[3307]242  //glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z );
[2551]243
[3307]244
[2551]245  // ===== second camera control calculation option
[3302]246 
247  gluLookAt(this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z, 
248            this->parent->getAbsCoor ().x, this->parent->getAbsCoor ().y, this->parent->getAbsCoor ().z,
249            0.0, 0.0, 1.0);
250 
[2551]251
[2068]252  glMatrixMode (GL_MODELVIEW);
[2080]253  glLoadIdentity ();
[2068]254}
255
[2096]256/**
257  \brief set the camera position
258  \param plc: The Placement to set the camera to
259       
260        This will set the actual and desired placement of the camera to plc
261*/
[2068]262void Camera::jump (Placement* plc = NULL)
263{
[2551]264  if( plc == NULL)
265    {
[3228]266      actualPlace = desiredPlace;
[2551]267      //printf("Camera|jump: camer@ %f, %f, %f\n\n", actual_place.r.x, actual_place.r.y, actual_place.r.z);
268    }
269  else
270    {
[3228]271      desiredPlace = *plc;
272      actualPlace = *plc;
[2551]273    }
[2068]274}
275
[2096]276/**
277  \brief bind the camera to an entity
278  \param entity: The enitity to bind the camera to
279       
[3213]280  This sets the focus of the camera to the given entity. This means that it will use the given WorldEntity's
281  Location and get_lookat() to determine the viewpoint the camera will render from.
282  Note that you cannot bind a camera to a free entity.
[2096]283*/
[2068]284void Camera::bind (WorldEntity* entity)
285{
[2551]286  if( entity != NULL)
287    {
[3213]288      if( entity->isFree()) printf("Cannot bind camera to free entity");
[2551]289      else 
[2080]290        {
[3213]291          this->bound = entity;
[2551]292        }
293    } 
[2068]294}
[2636]295
296
297void Camera::setWorld(World* world)
298{
299  this->world = world;
300}
[3213]301
302
303/**
304   \brief destroy, reset the camera so that it doesn't perform anything anymore
305
306*/
307void Camera::destroy()
308{
309  this->bound = NULL;
310  this->world = NULL;
311}
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