/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Christian Meyer co-programmer: ... */ #include "camera.h" #include "world.h" #include "world_entity.h" #include "vector.h" using namespace std; //////////// // CAMERA // //////////// /** \brief creates a Camera */ Camera::Camera(void) { this->target = new CameraTarget(); this->setFovy(60); this->setAspectRatio(1.2f); this->setClipRegion(.1, 2000); } /** \brief default destructor */ Camera::~Camera(void) { } /** \brief focuses the Camera onto a Target \param target the new PNode the Camera should look at. */ void Camera::lookAt(PNode* target) { this->target->setParent(target); } PNode* Camera::getTarget(void) { return (PNode*)this->target; } /** \brief sets a new AspectRatio \param aspectRatio the new aspect ratio to set (width / height) */ void Camera::setAspectRatio(float aspectRatio) { this->aspectRatio = aspectRatio; } /** \brief sets the Field of View to fofy \param fovy new field of view factor (in degrees) */ void Camera::setFovy(float fovy) { this->fovy = fovy; } /** \brief Sets a new clipping region \param nearClip The near clip plane \param farClip The far clip plane */ void Camera::setClipRegion(float nearClip, float farClip) { this->nearClip = nearClip; this->farClip = farClip; } /** \brief initialize rendering perspective according to this camera This is called immediately before the rendering cycle starts, it sets all global rendering options as well as the GL_PROJECTION matrix according to the camera. */ void Camera::apply () { // switching to Projection Matrix glMatrixMode (GL_PROJECTION); glLoadIdentity (); // setting up the perspective gluPerspective(this->fovy, this->aspectRatio, this->nearClip, this->farClip); // speed-up feature Vector cameraPosition = this->getAbsCoor(); Vector targetPosition = this->target->getAbsCoor(); // Setting the Camera Eye, lookAt and up Vectors gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z, targetPosition.x, targetPosition.y, targetPosition.z, 0.0, 1.0, 0.0); // switching back to Modeling Matrix glMatrixMode (GL_MODELVIEW); } /////////////////// // CAMERA-TARGET // /////////////////// CameraTarget::CameraTarget() { } CameraTarget::~CameraTarget() { }