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source: orxonox.OLD/orxonox/trunk/src/track.cc @ 2793

Last change on this file since 2793 was 2636, checked in by patrick, 20 years ago
  • Added a GameLoader to the game. This enables orxonox to load a campaign consisting of multimple worlds and cinematics etc. However, cinematics are not yet implemented.

In the game you can jump from one level to the other by pressing x. Currently there are only two very simple levels defined. (DEBUG_LEVEL_0, DEBUG_LEVEL_1).

  • Added Error Handling structs to signal the error source and code
File size: 4.2 KB
RevLine 
[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 "track.h"
19
20using namespace std;
21
[2141]22/**
23        \brief creates a null Track part
24*/
[2101]25Track::Track ()
26{
27        ID = 0;
28        offset = NULL;
29        end = NULL;
30        nextID = 0;
31}
32
[2141]33/**
34        \brief creates a functional base Track part
35        \param number: the ID if this Track part
36        \param next: the ID of the next Track part
37        \param start: pointer to an anchor point (Vector) representing the offset of this part
38        \param finish: pointer to an anchor point (Vector) representing the end of this part
39*/
[2080]40Track::Track (Uint32 number, Uint32 next, Vector* start, Vector* finish)
[2068]41{
[2080]42        ID = number;
43        offset = start;
44        end = finish;
45        nextID = next;
[2068]46}
47
[2141]48/**
49        \brief removes the Track part from memory
50*/
[2068]51Track::~Track ()
52{
53}
54
[2636]55void Track::init()
56{
57 
58}
59
60
[2141]61/**
[2551]62   \brief calculate a camera Placement from a "look at"-Location
63   \param lookat: the Location the camera should be centered on
64   \param camplc: pointer to a buffer where the new camera Placement should be put into
65   
66   Theoretically you can place the camera wherever you want, but for the sake of
67   common sense I suggest that you at least try to keep the thing that should be looked
68   at inside camera boundaries.
[2141]69*/
[2068]70void Track::map_camera (Location* lookat, Placement* camplc)
71{
[2551]72  Line trace(*offset, *end - *offset);
73  float l = trace.len ();
74 
75  //    camplc->r = *offset + Vector(0,0,0.5);
76  //    camplc->w = Quaternion (trace.a, Vector(0,0,1));
77  float r = (lookat->dist)*PI / l;
78  camplc->r = trace.r + (trace.a * ((lookat->dist-10.0) / l)) + Vector(0,0,5.0);
79 
80  Vector w(0.0,0.0,0.0);
81  w=Vector(0,0,0) - ((trace.r + (trace.a * ((lookat->dist) / l)) - camplc->r));
82  //Vector up(0.0,sin(r),cos(r)); // corrupt...
83  Vector up(0.0, 0.0, 1.0);
84
85  camplc->w = Quaternion(w, up);
86
87  //printf("\n------\nup vector: [%f, %f, %f]\n", up.x, up.y, up.z);
88  //printf("direction: [%f, %f, %f]\n", w.x, w.y, w.z);
89  //printf("quaternion: w[ %f ], v[ %f, %f, %f ]\n", camplc->w.w, camplc->w.v.x, camplc->w.v.y, camplc->w.v.z);
[2068]90}
91
[2141]92/**
[2551]93   \brief calculate a Placement from a given Location
94   \param loc: the Location the entity is in
95   \param plc: a pointer to a buffer where the corresponding Placement should be put
96   into
97   \return: true if track changes - false if track stays
98   
99   There are no limitations to how you transform a Location into a Placement, but for
100   the sake of placement compatibility between track parts you should make sure that
101   the resulting Placement at dist == 0 is equal to the offset Vector and the Placement
102   at dist == len() is equal to the end Vector. Elseway there will be ugly artifacts
103   when transfering between track parts.
[2141]104*/
[2080]105bool Track::map_coords (Location* loc, Placement* plc)
[2068]106{
[2080]107        Line trace(*offset, *end - *offset);
108        float l = trace.len ();
[2068]109       
[2551]110        /* change to the next track? */
[2080]111        if( loc->dist > l)
112        {
113                loc->dist -= l;
114                loc->part = nextID;
[2551]115                //FIXME: loc->track = this;
[2080]116                return true;
117        }
118       
[2551]119        /* this quaternion represents the rotation from start-vector (0,0,1) to the direction of
120         * the track */
121        Quaternion dir(trace.a, Vector(0,0,1)); 
122
[2115]123        plc->r = trace.r + (trace.a * ((loc->dist) / l)) + /*dir.apply*/(loc->pos);
[2080]124        plc->w = dir * loc->rot;
125       
126        return false;
[2068]127}
128
[2141]129/**
130        \brief this is called when a WorldEntity enters a Track part
131        \param entity: pointer to the WorldEntity in question
132       
[2551]133        You can do stuff like add or remove effects, do some coordinate finetuning
134        or whatever in here.
[2141]135*/
[2080]136void Track::post_enter (WorldEntity* entity)
137{
138}
[2068]139
[2141]140/**
141        \brief this is called when a WorldEntity leaves a Track part
142        \param entity: pointer to the WorldEntity in question
143       
[2551]144        You can do stuff like add or remove effects, do some coordinate finetuning
145        or whatever in here.
[2141]146*/
[2080]147void Track::post_leave (WorldEntity* entity)
148{
149}
[2068]150
[2141]151/**
152        \brief this is called every frame
153        \param deltaT: amount of time passed since the last frame in seconds
154       
155        Do time based or polling scripts here.
156*/
[2080]157void Track::tick (float deltaT)
158{
159}
[2068]160
161
[2080]162
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