[2068] | 1 | |
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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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[2080] | 14 | main-programmer: Christian Meyer |
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[3005] | 15 | co-programmer: ... |
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[2068] | 16 | */ |
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| 17 | |
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| 18 | #include "track.h" |
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| 19 | |
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| 20 | using namespace std; |
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| 21 | |
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[2141] | 22 | /** |
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[3232] | 23 | \brief creates a null Track part |
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[2141] | 24 | */ |
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[2101] | 25 | Track::Track () |
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| 26 | { |
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[3232] | 27 | this->ID = 0; |
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| 28 | this->offset = NULL; |
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| 29 | this->end = NULL; |
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| 30 | this->nextID = 0; |
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[3302] | 31 | this->setClassName ("Track"); |
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[2101] | 32 | } |
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| 33 | |
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[2141] | 34 | /** |
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[3232] | 35 | \brief creates a functional base Track part |
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| 36 | \param number: the ID if this Track part |
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| 37 | \param next: the ID of the next Track part |
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| 38 | \param start: pointer to an anchor point (Vector) representing the offset of this part |
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| 39 | \param finish: pointer to an anchor point (Vector) representing the end of this part |
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[2141] | 40 | */ |
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[2080] | 41 | Track::Track (Uint32 number, Uint32 next, Vector* start, Vector* finish) |
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[2068] | 42 | { |
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[3232] | 43 | this->ID = number; |
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| 44 | this->offset = start; |
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| 45 | this->end = finish; |
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| 46 | this->nextID = next; |
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[3302] | 47 | this->setClassName ("Track"); |
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[2068] | 48 | } |
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| 49 | |
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[2141] | 50 | /** |
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[3232] | 51 | \brief removes the Track part from memory |
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[2141] | 52 | */ |
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[2068] | 53 | Track::~Track () |
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| 54 | { |
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| 55 | } |
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| 56 | |
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[2636] | 57 | void Track::init() |
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| 58 | { |
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| 59 | |
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| 60 | } |
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| 61 | |
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| 62 | |
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[2141] | 63 | /** |
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[2551] | 64 | \brief calculate a camera Placement from a "look at"-Location |
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| 65 | \param lookat: the Location the camera should be centered on |
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| 66 | \param camplc: pointer to a buffer where the new camera Placement should be put into |
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| 67 | |
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| 68 | Theoretically you can place the camera wherever you want, but for the sake of |
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| 69 | common sense I suggest that you at least try to keep the thing that should be looked |
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| 70 | at inside camera boundaries. |
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[2141] | 71 | */ |
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[3232] | 72 | void Track::mapCamera (Location* lookat, Placement* camplc) |
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[2068] | 73 | { |
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[2551] | 74 | Line trace(*offset, *end - *offset); |
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| 75 | float l = trace.len (); |
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| 76 | |
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| 77 | // camplc->r = *offset + Vector(0,0,0.5); |
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| 78 | // camplc->w = Quaternion (trace.a, Vector(0,0,1)); |
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[3005] | 79 | float r = (lookat->dist)*PI / l; |
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[2551] | 80 | camplc->r = trace.r + (trace.a * ((lookat->dist-10.0) / l)) + Vector(0,0,5.0); |
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| 81 | |
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| 82 | Vector w(0.0,0.0,0.0); |
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| 83 | w=Vector(0,0,0) - ((trace.r + (trace.a * ((lookat->dist) / l)) - camplc->r)); |
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| 84 | //Vector up(0.0,sin(r),cos(r)); // corrupt... |
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| 85 | Vector up(0.0, 0.0, 1.0); |
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| 86 | |
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| 87 | camplc->w = Quaternion(w, up); |
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| 88 | |
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| 89 | //printf("\n------\nup vector: [%f, %f, %f]\n", up.x, up.y, up.z); |
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| 90 | //printf("direction: [%f, %f, %f]\n", w.x, w.y, w.z); |
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| 91 | //printf("quaternion: w[ %f ], v[ %f, %f, %f ]\n", camplc->w.w, camplc->w.v.x, camplc->w.v.y, camplc->w.v.z); |
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[2068] | 92 | } |
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| 93 | |
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[2141] | 94 | /** |
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[2551] | 95 | \brief calculate a Placement from a given Location |
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| 96 | \param loc: the Location the entity is in |
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| 97 | \param plc: a pointer to a buffer where the corresponding Placement should be put |
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| 98 | into |
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| 99 | \return: true if track changes - false if track stays |
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| 100 | |
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| 101 | There are no limitations to how you transform a Location into a Placement, but for |
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| 102 | the sake of placement compatibility between track parts you should make sure that |
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| 103 | the resulting Placement at dist == 0 is equal to the offset Vector and the Placement |
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| 104 | at dist == len() is equal to the end Vector. Elseway there will be ugly artifacts |
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| 105 | when transfering between track parts. |
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[2141] | 106 | */ |
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[3232] | 107 | bool Track::mapCoords (Location* loc, Placement* plc) |
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[2068] | 108 | { |
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[3232] | 109 | Line trace(*offset, *end - *offset); |
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| 110 | float l = trace.len (); |
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| 111 | |
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| 112 | /* change to the next track? */ |
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| 113 | if( loc->dist > l) |
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| 114 | { |
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| 115 | loc->dist -= l; |
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| 116 | loc->part = nextID; |
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| 117 | //FIXME: loc->track = this; |
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| 118 | return true; |
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| 119 | } |
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| 120 | |
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| 121 | /* this quaternion represents the rotation from start-vector (0,0,1) to the direction of |
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| 122 | * the track */ |
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| 123 | Quaternion dir(trace.a, Vector(0,0,1)); |
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| 124 | |
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| 125 | plc->r = trace.r + (trace.a * ((loc->dist) / l)) + /*dir.apply*/(loc->pos); |
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| 126 | plc->w = dir * loc->rot; |
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| 127 | |
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| 128 | return false; |
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[2068] | 129 | } |
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| 130 | |
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[3232] | 131 | |
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[2141] | 132 | /** |
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[3232] | 133 | \brief this is called when a WorldEntity enters a Track part |
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| 134 | \param entity: pointer to the WorldEntity in question |
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| 135 | |
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| 136 | You can do stuff like add or remove effects, do some coordinate finetuning |
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| 137 | or whatever in here. |
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[2141] | 138 | */ |
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[3232] | 139 | void Track::postEnter (WorldEntity* entity) |
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[2080] | 140 | { |
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| 141 | } |
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[2068] | 142 | |
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[3232] | 143 | |
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[2141] | 144 | /** |
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[3232] | 145 | \brief this is called when a WorldEntity leaves a Track part |
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| 146 | \param entity: pointer to the WorldEntity in question |
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| 147 | |
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| 148 | You can do stuff like add or remove effects, do some coordinate finetuning |
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| 149 | or whatever in here. |
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[2141] | 150 | */ |
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[3232] | 151 | void Track::postLeave (WorldEntity* entity) |
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[2080] | 152 | { |
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| 153 | } |
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[2068] | 154 | |
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[3232] | 155 | |
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[2141] | 156 | /** |
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[3232] | 157 | \brief this is called every frame |
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| 158 | \param deltaT: amount of time passed since the last frame in seconds |
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| 159 | |
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| 160 | Do time based or polling scripts here. |
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[2141] | 161 | */ |
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[2080] | 162 | void Track::tick (float deltaT) |
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| 163 | { |
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| 164 | } |
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[2068] | 165 | |
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| 166 | |
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[2080] | 167 | |
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| 168 | |
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| 169 | |
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