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source: orxonox.OLD/orxonox/branches/shadows/src/camera.cc @ 4720

Last change on this file since 4720 was 3698, checked in by dave, 20 years ago

branches/shadows: so jetzt ist die Ausgangslage geschaffen

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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  this->bound = NULL;
33  /* give it some physical live */
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;
43
44
45  this->setDrawable (false);
46}
47
48/**
49   \brief default destructor
50*/
51Camera::~Camera ()
52{
53}
54
55/**
56   \brief time based actualisation of camera parameters
57   \param deltaT: The amount of time that has passed in milliseconds
58   
59   This is called by the World in every time_slice, use it to do fancy time dependant effects (such
60   as smooth camera movement or swaying).
61*/
62void Camera::timeSlice (Uint32 deltaT)
63{
64  if( this->t <= deltaTime)
65    {this->t += deltaT;}
66  //printf("time is: t=%f\n", t );
67  updateDesiredPlace();
68  //jump(NULL);
69}
70
71/**
72   \brief this calculates the location where the track wants the camera to be
73   
74   This refreshes the placement the camera should have according to the
75   bound entity's position on the track.
76*/
77void Camera::updateDesiredPlace ()
78{
79  switch(cameraMode)
80    {
81     
82    case ELLIPTICAL:
83      {
84        /*
85        //r = actual_place.r
86        Orxonox *orx = Orxonox::getInstance();
87        Location lookat; 
88        Placement plFocus;
89        if( bound != NULL)
90          {
91            bound->getLookat (&lookat);
92            orx->getWorld()->calcCameraPos (&lookat, &plFocus);
93            Quaternion *fr;
94            if(t < 20.0)
95              {
96                Vector *start = new Vector(0.0, 1.0, 0.0);
97                r = *(new Vector(0.0, 5.0, 0.0));
98
99                Vector up(0.0, 0.0, 1.0);
100               
101                Vector op(1.0, 0.0, 0.0);
102                float angle = angleDeg(op, *start);
103                printf("angle is: %f\n", angle);
104
105                //if in one plane
106                from = new Quaternion(angle, up);
107
108                //from = new Quaternion(*start, *up);
109                //&from = &plFocus.w;
110                //fr = &plFocus.w; real quaternion use
111               
112
113
114                Vector vDirection(1.0, 0.0, 0.0);
115                //vDirection = plFocus.w.apply(vDirection);
116                to = new Quaternion(vDirection, *start);
117                res = new Quaternion();
118              }
119            //printf("vector r = %f, %f, %f\n",r.x, r.y, r.z );
120            rAbs = r.len();
121            if(t < 30)
122              {
123                ka = rAbs / deltaTime*deltaTime;
124              }
125
126            res->quatSlerp(to, from, t/deltaTime, res);
127
128            Vector ursp(0.0, 0.0, 0.0);
129            desiredPlace.r =  ursp - res->apply(r);
130
131            printf("desired place is: %f, %f, %f\n", desiredPlace.r.x, desiredPlace.r.y, desiredPlace.r.z);
132            //plLastBPlace = *bound->get_placement();
133           
134          }
135      */
136      }
137      break;
138    case SMOTH_FOLLOW:
139      {
140        /*
141        Placement *plBound = bound->getPlacement();
142        Location lcBound;
143        if(bound != null)
144          {
145            bound->getLookat(&lcBound);
146            Vector vDirection(0.0, 0.0, 1.0);
147            vDirection = plBound->w.apply(vDirection);
148            desiredPlace.r = (vDirection * ((lcBound.dist-10.0))) + Vector(0,0,5.0);
149          }
150        */
151        break;
152      }
153      /* this is a camera mode that tries just to follow the entity. */
154    case STICKY:
155      {
156        /*
157        if(bound != null)
158          {
159            Placement *plBound = bound->getPlacement();
160            Vector vDirection(0.0, 0.0, 1.0);
161            Vector eclipticOffset(0.0, 0.0, 5.0);
162            vDirection = plBound->w.apply(vDirection);
163            desiredPlace.r = plBound->r - vDirection*10 + eclipticOffset;
164          }
165        */
166        break;
167      }
168      /* the camera is handled like an entity and rolls on the track */
169    case NORMAL:
170      if( bound != NULL && world != NULL )
171        {
172          //FIXME: camera should be made via relative coordinates
173          Vector* cameraOffset = new Vector (-22, 10, 0);
174          this->setRelCoor (cameraOffset);
175        } 
176      else
177        {
178          /*
179          desiredPlace.r = Vector (0,0,0);
180          desiredPlace.w = Quaternion ();
181          */
182        }
183      break;
184    }
185}
186
187/**
188   \brief initialize rendering perspective according to this camera
189   
190   This is called immediately before the rendering cycle starts, it sets all global
191   rendering options as well as the GL_PROJECTION matrix according to the camera.
192*/
193void Camera::apply ()
194{
195  glMatrixMode (GL_PROJECTION);
196  glLoadIdentity ();
197  // view
198  // TO DO: implement options for frustum generation
199  //glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0);
200  gluPerspective(60, 1.2f, 0.1, 250);
201 
202  //Vector up(0,0,1);
203  //Vector dir(1,0,0);
204  //Quaternion q(dir,up);
205  //float matrix[4][4];
206  //q.conjugate().matrix (matrix);
207  //glMultMatrixf ((float*)matrix);
208  //glTranslatef (10,0,-5);
209  //
210  //dir = Vector(-1,-1,0);
211  //q = Quaternion( dir, up);
212  //glMatrixMode (GL_MODELVIEW);
213  //glLoadIdentity ();
214  //q.matrix (matrix);
215  //glMultMatrixf ((float*)matrix);
216  //glTranslatef (2,2,0);
217  //
218  //glBegin(GL_TRIANGLES);
219  //glColor3f(1,0,0);
220  //glVertex3f(0,0,0.5);
221  //glColor3f(0,1,0);
222  //glVertex3f(-0.5,0,-1);
223  //glColor3f(0,0,1);
224  //glVertex3f(0.5,0,-1);
225  //glEnd();   
226
227  // ===== first camera control calculation option
228  // rotation
229  float matrix[4][4];
230  //this->absDirection.conjugate().matrix (matrix);
231  /* orientation and */
232  //glMultMatrixf ((float*)matrix);
233
234  /*  translation */
235  //glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z );
236
237
238  // ===== second camera control calculation option
239 
240  gluLookAt(this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z, 
241            this->parent->getAbsCoor ().x, this->parent->getAbsCoor ().y, this->parent->getAbsCoor ().z,
242            0.0, 1.0, 0.0);
243 
244
245  glMatrixMode (GL_MODELVIEW);
246  glLoadIdentity ();
247}
248
249
250
251/**
252  \brief bind the camera to an entity
253  \param entity: The enitity to bind the camera to
254       
255  This sets the focus of the camera to the given entity. This means that it will use the given WorldEntity's
256  Location and get_lookat() to determine the viewpoint the camera will render from.
257  Note that you cannot bind a camera to a free entity.
258*/
259void Camera::bind (WorldEntity* entity)
260{
261  if( entity != NULL)
262    {
263      if( entity->isFree()) printf("Cannot bind camera to free entity");
264      else 
265        {
266          this->bound = entity;
267        }
268    } 
269}
270
271
272void Camera::setWorld(World* world)
273{
274  this->world = world;
275}
276
277
278/**
279   \brief destroy, reset the camera so that it doesn't perform anything anymore
280
281*/
282void Camera::destroy()
283{
284  this->bound = NULL;
285  this->world = NULL;
286}
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