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source: orxonox.OLD/orxonox/trunk/src/camera.cc @ 3844

Last change on this file since 3844 was 3810, checked in by patrick, 20 years ago

orxonox/trunk: changed pnode interface of setRelCoor and setRelDir

File size: 4.0 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"
[3608]19
[2100]20#include "world.h"
21#include "world_entity.h"
[3608]22#include "vector.h"
[2068]23
24using namespace std;
25
[3635]26////////////
27// CAMERA //
28////////////
29
[2096]30/**
31   \brief creates a Camera
32*/
[3635]33Camera::Camera(void)
[2068]34{
[3639]35  this->setClassName("Camera");
[3635]36  this->target = new CameraTarget();
[3636]37
[3641]38  this->setFovy(90);
[3636]39  this->setAspectRatio(1.2f);
40  this->setClipRegion(.1, 2000);
[3641]41
[3639]42  this->setViewMode(VIEW_NORMAL);
[2068]43}
44
[2096]45/**
46   \brief default destructor
47*/
[3635]48Camera::~Camera(void)
[2068]49{
[3543]50}
51
52/**
[3635]53   \brief focuses the Camera onto a Target
54   \param target the new PNode the Camera should look at.
[2096]55*/
[3635]56void Camera::lookAt(PNode* target)
[2068]57{
[3635]58  this->target->setParent(target);
[2068]59}
60
[3638]61/**
62   \returns The PNode of the Target (from there you can get position and so on
63*/
[3635]64PNode* Camera::getTarget(void)
[2068]65{
[3635]66  return (PNode*)this->target;
[2068]67}
68
[3636]69
[2096]70/**
[3636]71   \brief sets a new AspectRatio
72   \param aspectRatio the new aspect ratio to set (width / height)
73*/
74void Camera::setAspectRatio(float aspectRatio)
75{
76  this->aspectRatio = aspectRatio;
77}
78
79/**
80   \brief sets the Field of View to fofy
81   \param fovy new field of view factor (in degrees)
82*/
83void Camera::setFovy(float fovy)
84{
85  this->fovy = fovy;
86}
87
88/**
89  \brief Sets a new clipping region
90  \param nearClip The near clip plane
91  \param farClip The far clip plane
92*/
93void Camera::setClipRegion(float nearClip, float farClip)
94{
95  this->nearClip = nearClip;
96  this->farClip = farClip;
97}
98
[3639]99void Camera::setViewMode(ViewMode mode)
100{
101  switch (mode)
102    {
103    default:
104    case VIEW_NORMAL:
105      this->toFovy = 60.0;
[3643]106      this->toRelCoor = Vector(-10, 5, 0);
[3639]107      break;
108    case VIEW_BEHIND:
[3643]109      this->toFovy = 120.0;
110      this->toRelCoor = Vector(-7, 0, 0);
[3639]111      break;
112    case VIEW_FRONT:
113      this->toFovy = 95.0;
[3643]114      this->toRelCoor = Vector(12, 5, 0);
[3639]115      break;
116    case VIEW_LEFT: 
117      this->toFovy = 90;
[3643]118      this->toRelCoor = Vector(0, 2, -10);
[3639]119      break;
120    case VIEW_RIGHT:
121      this->toFovy = 90;
[3643]122      this->toRelCoor = Vector(0, 2, 10);
[3639]123      break;
[3643]124    case VIEW_TOP:
125      this->toFovy= 120;
126      this->toRelCoor = Vector(0, 4, 0);
[3639]127    }
128}
129
130
[3636]131/**
[3639]132   \brief Updates the position of the camera.
133   \param dt The time that elapsed.
134*/
135void Camera::tick(float dt)
136{
[3643]137  dt /= 500;
[3645]138  float tmpFovy = (this->toFovy - this->fovy) * dt;
139  if (tmpFovy > .001)
140    this->fovy += (this->toFovy - this->fovy) * dt;
[3675]141  Vector tmpPos = (this->toRelCoor - *this->getRelCoor()) * dt;
[3645]142  if (tmpPos.len() >= .001)
143    {
[3675]144      tmpPos = tmpPos + *this->getRelCoor();
[3810]145      this->setRelCoor(tmpPos);
[3645]146    }
[3639]147}
148
149
150/**
[2551]151   \brief initialize rendering perspective according to this camera
[2096]152   
[2551]153   This is called immediately before the rendering cycle starts, it sets all global
154   rendering options as well as the GL_PROJECTION matrix according to the camera.
[2096]155*/
[2068]156void Camera::apply ()
157{
[3636]158  // switching to Projection Matrix
[2551]159  glMatrixMode (GL_PROJECTION);
[2112]160  glLoadIdentity ();
[3635]161
[3636]162  // setting up the perspective
163  gluPerspective(this->fovy,
164                 this->aspectRatio,
165                 this->nearClip,
166                 this->farClip);
[3365]167
[3636]168  // speed-up feature
[3635]169  Vector cameraPosition = this->getAbsCoor();
170  Vector targetPosition = this->target->getAbsCoor();
[3638]171  Vector up = Vector(0, 1, 0);
172  up = this->getAbsDir().apply(up);
[2551]173
[3636]174  // Setting the Camera Eye, lookAt and up Vectors
[3635]175  gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
176            targetPosition.x, targetPosition.y, targetPosition.z,
[3638]177            up.x, up.y, up.z);
[3636]178
179  // switching back to Modeling Matrix
[2068]180  glMatrixMode (GL_MODELVIEW);
181}
182
183
[3365]184
[3635]185///////////////////
186// CAMERA-TARGET //
187///////////////////
[2636]188
189
[3635]190CameraTarget::CameraTarget()
[2636]191{
[3639]192  this->setClassName("CameraTarget");
[3638]193  this->setMode(PNODE_MOVEMENT);
[2636]194}
[3213]195
[3635]196CameraTarget::~CameraTarget()
197{
[3213]198
[3635]199}
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