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source: orxonox.OLD/orxonox/trunk/src/camera.cc @ 3620

Last change on this file since 3620 was 3608, checked in by patrick, 20 years ago

orxonox/trunk: now there is a real speedup in compiling time when dependencies are modified: just realy only includes, what is needed. Byside the speedup, there is more overview! never add an orxonox class to stdincl.h if it doesn't have to be

File size: 6.4 KB
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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
20#include "world.h"
21#include "world_entity.h"
22#include "vector.h"
23
24using namespace std;
25
26/**
27   \brief creates a Camera
28   
29   This standard constructor sets all parameters to zero
30*/
31Camera::Camera (World* world)
32{
33  this->world = world;
34  this->bound = NULL;
35  /* give it some physical live */
36  this->m = 10;
37  this->a = new Vector(0.0, 0.0, 0.0);
38  this->v = new Vector(0.0, 0.0, 0.0);
39  this->fs = new Vector(0.0, 0.0, 0.0);
40  this->cameraMode = NORMAL;
41  this->deltaTime = 3000.0;
42  this->cameraOffset = 1.0;
43  this->cameraOffsetZ = 10.0;
44  this->t = 0.0;
45
46
47  this->setDrawable (false);
48}
49
50/**
51   \brief default destructor
52*/
53Camera::~Camera ()
54{
55  this->bound = NULL;
56  this->world = NULL;
57
58}
59
60/**
61   \brief time based actualisation of camera parameters
62   \param deltaT: The amount of time that has passed in milliseconds
63   
64   This is called by the World in every time_slice, use it to do fancy time dependant effects (such
65   as smooth camera movement or swaying).
66*/
67void Camera::tick (Uint32 deltaT)
68{
69  if( this->t <= deltaTime)
70    {this->t += deltaT;}
71  //printf("time is: t=%f\n", t );
72  updateDesiredPlace();
73  //jump(NULL);
74}
75
76/**
77   \brief this calculates the location where the track wants the camera to be
78   
79   This refreshes the placement the camera should have according to the
80   bound entity's position on the track.
81*/
82void Camera::updateDesiredPlace ()
83{
84  switch(cameraMode)
85    {
86     
87    case ELLIPTICAL:
88      {
89        /*
90        //r = actual_place.r
91        Orxonox *orx = Orxonox::getInstance();
92        Location lookat; 
93        Placement plFocus;
94        if( bound != NULL)
95          {
96            bound->getLookat (&lookat);
97            orx->getWorld()->calcCameraPos (&lookat, &plFocus);
98            Quaternion *fr;
99            if(t < 20.0)
100              {
101                Vector *start = new Vector(0.0, 1.0, 0.0);
102                r = *(new Vector(0.0, 5.0, 0.0));
103
104                Vector up(0.0, 0.0, 1.0);
105               
106                Vector op(1.0, 0.0, 0.0);
107                float angle = angleDeg(op, *start);
108                printf("angle is: %f\n", angle);
109
110                //if in one plane
111                from = new Quaternion(angle, up);
112
113                //from = new Quaternion(*start, *up);
114                //&from = &plFocus.w;
115                //fr = &plFocus.w; real quaternion use
116               
117
118
119                Vector vDirection(1.0, 0.0, 0.0);
120                //vDirection = plFocus.w.apply(vDirection);
121                to = new Quaternion(vDirection, *start);
122                res = new Quaternion();
123              }
124            //printf("vector r = %f, %f, %f\n",r.x, r.y, r.z );
125            rAbs = r.len();
126            if(t < 30)
127              {
128                ka = rAbs / deltaTime*deltaTime;
129              }
130
131            res->quatSlerp(to, from, t/deltaTime, res);
132
133            Vector ursp(0.0, 0.0, 0.0);
134            desiredPlace.r =  ursp - res->apply(r);
135
136            printf("desired place is: %f, %f, %f\n", desiredPlace.r.x, desiredPlace.r.y, desiredPlace.r.z);
137            //plLastBPlace = *bound->get_placement();
138           
139          }
140      */
141      }
142      break;
143    case SMOTH_FOLLOW:
144      {
145        /*
146        Placement *plBound = bound->getPlacement();
147        Location lcBound;
148        if(bound != null)
149          {
150            bound->getLookat(&lcBound);
151            Vector vDirection(0.0, 0.0, 1.0);
152            vDirection = plBound->w.apply(vDirection);
153            desiredPlace.r = (vDirection * ((lcBound.dist-10.0))) + Vector(0,0,5.0);
154          }
155        */
156        break;
157      }
158      /* this is a camera mode that tries just to follow the entity. */
159    case STICKY:
160      {
161        /*
162        if(bound != null)
163          {
164            Placement *plBound = bound->getPlacement();
165            Vector vDirection(0.0, 0.0, 1.0);
166            Vector eclipticOffset(0.0, 0.0, 5.0);
167            vDirection = plBound->w.apply(vDirection);
168            desiredPlace.r = plBound->r - vDirection*10 + eclipticOffset;
169          }
170        */
171        break;
172      }
173      /* the camera is handled like an entity and rolls on the track */
174    case NORMAL:
175      if( bound != NULL && world != NULL )
176        {
177          //FIXME: camera should be made via relative coordinates
178          Vector* cameraOffset = new Vector (-10, 5, 0);
179          this->setRelCoor (cameraOffset);
180        } 
181      else
182        {
183          /*
184          desiredPlace.r = Vector (0,0,0);
185          desiredPlace.w = Quaternion ();
186          */
187        }
188      break;
189    }
190}
191
192/**
193   \brief initialize rendering perspective according to this camera
194   
195   This is called immediately before the rendering cycle starts, it sets all global
196   rendering options as well as the GL_PROJECTION matrix according to the camera.
197*/
198void Camera::apply ()
199{
200  glMatrixMode (GL_PROJECTION);
201  glLoadIdentity ();
202  // view
203  // TO DO: implement options for frustum generation
204  //glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0);
205  gluPerspective(60, 1.2f, 0.1, 2000);
206 
207  //Vector up(0,0,1);
208  //Vector dir(1,0,0);
209  //Quaternion q(dir,up);
210  //float matrix[4][4];
211  //q.conjugate().matrix (matrix);
212  //glMultMatrixf ((float*)matrix);
213  //glTranslatef (10,0,-5);
214  //
215  //dir = Vector(-1,-1,0);
216  //q = Quaternion( dir, up);
217  //glMatrixMode (GL_MODELVIEW);
218  //glLoadIdentity ();
219  //q.matrix (matrix);
220  //glMultMatrixf ((float*)matrix);
221  //glTranslatef (2,2,0);
222  //
223  //glBegin(GL_TRIANGLES);
224  //glColor3f(1,0,0);
225  //glVertex3f(0,0,0.5);
226  //glColor3f(0,1,0);
227  //glVertex3f(-0.5,0,-1);
228  //glColor3f(0,0,1);
229  //glVertex3f(0.5,0,-1);
230  //glEnd();   
231
232  // ===== first camera control calculation option
233  // rotation
234  float matrix[4][4];
235  //this->absDirection.conjugate().matrix (matrix);
236  /* orientation and */
237  //glMultMatrixf ((float*)matrix);
238
239  /*  translation */
240  //glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z );
241
242
243  // ===== second camera control calculation option
244
245  Vector r = this->getAbsCoor();
246  gluLookAt(r.x, r.y, r.z, 
247            this->parent->getAbsCoor ().x, this->parent->getAbsCoor ().y, this->parent->getAbsCoor ().z,
248            0.0, 1.0, 0.0);
249 
250
251  glMatrixMode (GL_MODELVIEW);
252  glLoadIdentity ();
253}
254
255
256
257/**
258  \brief bind the camera to an entity
259  \param entity: The enitity to bind the camera to
260       
261  This sets the focus of the camera to the given entity. This means that it will use the given WorldEntity's
262  Location and get_lookat() to determine the viewpoint the camera will render from.
263  Note that you cannot bind a camera to a free entity.
264*/
265void Camera::bind (WorldEntity* entity)
266{
267  if( entity != NULL)
268    {
269      if( entity->isFree()) printf("Cannot bind camera to free entity");
270      else 
271        {
272          this->bound = entity;
273        }
274    } 
275}
276
277
278void Camera::setWorld(World* world)
279{
280  this->world = world;
281}
282
283
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