[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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[2068] | 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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[2100] | 19 | #include "world.h" |
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| 20 | #include "world_entity.h" |
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[2068] | 21 | |
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| 22 | using namespace std; |
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| 23 | |
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[2096] | 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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[2068] | 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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[2096] | 34 | /** |
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| 35 | \brief default destructor |
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| 36 | */ |
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[2068] | 37 | Camera::~Camera () |
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| 38 | { |
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| 39 | } |
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| 40 | |
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[2096] | 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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[2068] | 48 | void Camera::time_slice (Uint32 deltaT) |
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| 49 | { |
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| 50 | update_desired_place (); |
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[2112] | 51 | jump (NULL); |
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[2068] | 52 | } |
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| 53 | |
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[2096] | 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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[2068] | 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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[2112] | 72 | desired_place.w = Quaternion (); |
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[2068] | 73 | } |
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| 74 | } |
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| 75 | |
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[2096] | 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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[2068] | 82 | void Camera::apply () |
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| 83 | { |
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| 84 | glMatrixMode (GL_PROJECTION); |
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[2112] | 85 | glLoadIdentity (); |
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[2068] | 86 | // view |
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| 87 | // TO DO: implement options for frustum generation |
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[2115] | 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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[2068] | 114 | // rotation |
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[2112] | 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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[2068] | 118 | // translation |
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[2112] | 119 | glTranslatef (-actual_place.r.x, -actual_place.r.y,- actual_place.r.z); |
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[2068] | 120 | |
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| 121 | glMatrixMode (GL_MODELVIEW); |
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[2080] | 122 | glLoadIdentity (); |
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[2112] | 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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[2068] | 128 | } |
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| 129 | |
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[2096] | 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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[2068] | 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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[2096] | 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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[2068] | 157 | void Camera::bind (WorldEntity* entity) |
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| 158 | { |
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[2080] | 159 | if( entity != NULL) |
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| 160 | { |
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[2100] | 161 | if( entity->isFree ()) printf("Cannot bind camera to free entity"); |
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[2080] | 162 | else bound = entity; |
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| 163 | } |
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[2068] | 164 | } |
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