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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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14 | main-programmer: Christian Meyer |
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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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19 | #include "world.h" |
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20 | #include "world_entity.h" |
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21 | |
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22 | using namespace std; |
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23 | |
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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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29 | Camera::Camera (World* world) |
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30 | { |
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31 | this->world = world; |
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32 | this->bound = NULL; |
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33 | /* give it some physical live */ |
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34 | this->m = 10; |
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35 | this->a = new Vector(0.0, 0.0, 0.0); |
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36 | this->v = new Vector(0.0, 0.0, 0.0); |
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37 | this->fs = new Vector(0.0, 0.0, 0.0); |
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38 | this->cameraMode = NORMAL; |
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39 | this->deltaTime = 3000.0; |
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40 | this->cameraOffset = 1.0; |
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41 | this->cameraOffsetZ = 10.0; |
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42 | this->t = 0.0; |
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43 | |
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44 | |
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45 | this->setDrawable (false); |
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46 | } |
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47 | |
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48 | /** |
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49 | \brief default destructor |
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50 | */ |
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51 | Camera::~Camera () |
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52 | { |
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53 | this->bound = NULL; |
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54 | this->world = NULL; |
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55 | |
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56 | } |
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57 | |
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58 | /** |
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59 | \brief time based actualisation of camera parameters |
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60 | \param deltaT: The amount of time that has passed in milliseconds |
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61 | |
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62 | This is called by the World in every time_slice, use it to do fancy time dependant effects (such |
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63 | as smooth camera movement or swaying). |
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64 | */ |
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65 | void Camera::tick (Uint32 deltaT) |
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66 | { |
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67 | if( this->t <= deltaTime) |
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68 | {this->t += deltaT;} |
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69 | //printf("time is: t=%f\n", t ); |
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70 | updateDesiredPlace(); |
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71 | //jump(NULL); |
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72 | } |
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73 | |
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74 | /** |
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75 | \brief this calculates the location where the track wants the camera to be |
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76 | |
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77 | This refreshes the placement the camera should have according to the |
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78 | bound entity's position on the track. |
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79 | */ |
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80 | void Camera::updateDesiredPlace () |
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81 | { |
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82 | switch(cameraMode) |
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83 | { |
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84 | |
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85 | case ELLIPTICAL: |
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86 | { |
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87 | /* |
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88 | //r = actual_place.r |
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89 | Orxonox *orx = Orxonox::getInstance(); |
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90 | Location lookat; |
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91 | Placement plFocus; |
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92 | if( bound != NULL) |
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93 | { |
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94 | bound->getLookat (&lookat); |
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95 | orx->getWorld()->calcCameraPos (&lookat, &plFocus); |
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96 | Quaternion *fr; |
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97 | if(t < 20.0) |
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98 | { |
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99 | Vector *start = new Vector(0.0, 1.0, 0.0); |
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100 | r = *(new Vector(0.0, 5.0, 0.0)); |
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101 | |
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102 | Vector up(0.0, 0.0, 1.0); |
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103 | |
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104 | Vector op(1.0, 0.0, 0.0); |
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105 | float angle = angleDeg(op, *start); |
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106 | printf("angle is: %f\n", angle); |
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107 | |
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108 | //if in one plane |
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109 | from = new Quaternion(angle, up); |
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110 | |
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111 | //from = new Quaternion(*start, *up); |
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112 | //&from = &plFocus.w; |
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113 | //fr = &plFocus.w; real quaternion use |
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114 | |
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115 | |
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116 | |
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117 | Vector vDirection(1.0, 0.0, 0.0); |
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118 | //vDirection = plFocus.w.apply(vDirection); |
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119 | to = new Quaternion(vDirection, *start); |
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120 | res = new Quaternion(); |
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121 | } |
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122 | //printf("vector r = %f, %f, %f\n",r.x, r.y, r.z ); |
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123 | rAbs = r.len(); |
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124 | if(t < 30) |
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125 | { |
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126 | ka = rAbs / deltaTime*deltaTime; |
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127 | } |
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128 | |
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129 | res->quatSlerp(to, from, t/deltaTime, res); |
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130 | |
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131 | Vector ursp(0.0, 0.0, 0.0); |
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132 | desiredPlace.r = ursp - res->apply(r); |
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133 | |
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134 | printf("desired place is: %f, %f, %f\n", desiredPlace.r.x, desiredPlace.r.y, desiredPlace.r.z); |
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135 | //plLastBPlace = *bound->get_placement(); |
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136 | |
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137 | } |
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138 | */ |
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139 | } |
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140 | break; |
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141 | case SMOTH_FOLLOW: |
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142 | { |
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143 | /* |
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144 | Placement *plBound = bound->getPlacement(); |
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145 | Location lcBound; |
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146 | if(bound != null) |
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147 | { |
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148 | bound->getLookat(&lcBound); |
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149 | Vector vDirection(0.0, 0.0, 1.0); |
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150 | vDirection = plBound->w.apply(vDirection); |
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151 | desiredPlace.r = (vDirection * ((lcBound.dist-10.0))) + Vector(0,0,5.0); |
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152 | } |
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153 | */ |
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154 | break; |
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155 | } |
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156 | /* this is a camera mode that tries just to follow the entity. */ |
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157 | case STICKY: |
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158 | { |
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159 | /* |
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160 | if(bound != null) |
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161 | { |
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162 | Placement *plBound = bound->getPlacement(); |
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163 | Vector vDirection(0.0, 0.0, 1.0); |
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164 | Vector eclipticOffset(0.0, 0.0, 5.0); |
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165 | vDirection = plBound->w.apply(vDirection); |
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166 | desiredPlace.r = plBound->r - vDirection*10 + eclipticOffset; |
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167 | } |
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168 | */ |
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169 | break; |
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170 | } |
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171 | /* the camera is handled like an entity and rolls on the track */ |
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172 | case NORMAL: |
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173 | if( bound != NULL && world != NULL ) |
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174 | { |
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175 | //FIXME: camera should be made via relative coordinates |
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176 | Vector* cameraOffset = new Vector (-10, 5, 0); |
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177 | this->setRelCoor (cameraOffset); |
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178 | } |
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179 | else |
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180 | { |
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181 | /* |
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182 | desiredPlace.r = Vector (0,0,0); |
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183 | desiredPlace.w = Quaternion (); |
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184 | */ |
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185 | } |
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186 | break; |
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187 | } |
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188 | } |
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189 | |
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190 | /** |
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191 | \brief initialize rendering perspective according to this camera |
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192 | |
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193 | This is called immediately before the rendering cycle starts, it sets all global |
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194 | rendering options as well as the GL_PROJECTION matrix according to the camera. |
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195 | */ |
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196 | void Camera::apply () |
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197 | { |
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198 | glMatrixMode (GL_PROJECTION); |
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199 | glLoadIdentity (); |
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200 | // view |
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201 | // TO DO: implement options for frustum generation |
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202 | //glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0); |
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203 | gluPerspective(60, 1.2f, 0.1, 250); |
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204 | |
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205 | //Vector up(0,0,1); |
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206 | //Vector dir(1,0,0); |
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207 | //Quaternion q(dir,up); |
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208 | //float matrix[4][4]; |
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209 | //q.conjugate().matrix (matrix); |
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210 | //glMultMatrixf ((float*)matrix); |
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211 | //glTranslatef (10,0,-5); |
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212 | // |
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213 | //dir = Vector(-1,-1,0); |
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214 | //q = Quaternion( dir, up); |
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215 | //glMatrixMode (GL_MODELVIEW); |
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216 | //glLoadIdentity (); |
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217 | //q.matrix (matrix); |
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218 | //glMultMatrixf ((float*)matrix); |
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219 | //glTranslatef (2,2,0); |
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220 | // |
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221 | //glBegin(GL_TRIANGLES); |
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222 | //glColor3f(1,0,0); |
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223 | //glVertex3f(0,0,0.5); |
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224 | //glColor3f(0,1,0); |
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225 | //glVertex3f(-0.5,0,-1); |
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226 | //glColor3f(0,0,1); |
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227 | //glVertex3f(0.5,0,-1); |
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228 | //glEnd(); |
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229 | |
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230 | // ===== first camera control calculation option |
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231 | // rotation |
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232 | float matrix[4][4]; |
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233 | //this->absDirection.conjugate().matrix (matrix); |
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234 | /* orientation and */ |
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235 | //glMultMatrixf ((float*)matrix); |
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236 | |
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237 | /* translation */ |
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238 | //glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z ); |
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239 | |
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240 | |
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241 | // ===== second camera control calculation option |
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242 | |
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243 | gluLookAt(this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z, |
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244 | this->parent->getAbsCoor ().x, this->parent->getAbsCoor ().y, this->parent->getAbsCoor ().z, |
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245 | 0.0, 1.0, 0.0); |
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246 | |
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247 | |
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248 | glMatrixMode (GL_MODELVIEW); |
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249 | glLoadIdentity (); |
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250 | } |
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251 | |
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252 | |
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253 | |
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254 | /** |
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255 | \brief bind the camera to an entity |
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256 | \param entity: The enitity to bind the camera to |
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257 | |
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258 | 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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259 | Location and get_lookat() to determine the viewpoint the camera will render from. |
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260 | Note that you cannot bind a camera to a free entity. |
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261 | */ |
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262 | void Camera::bind (WorldEntity* entity) |
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263 | { |
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264 | if( entity != NULL) |
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265 | { |
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266 | if( entity->isFree()) printf("Cannot bind camera to free entity"); |
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267 | else |
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268 | { |
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269 | this->bound = entity; |
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270 | } |
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271 | } |
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272 | } |
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273 | |
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274 | |
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275 | void Camera::setWorld(World* world) |
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276 | { |
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277 | this->world = world; |
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278 | } |
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279 | |
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280 | |
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