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source: orxonox.OLD/orxonox/trunk/src/track.cc @ 3349

Last change on this file since 3349 was 3232, checked in by patrick, 20 years ago

orxonox/trunk: unstable - cleared track

File size: 4.3 KB
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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 "track.h"
19
20using namespace std;
21
22/**
23   \brief creates a null Track part
24*/
25Track::Track ()
26{
27  this->ID = 0;
28  this->offset = NULL;
29  this->end = NULL;
30  this->nextID = 0;
31}
32
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*/
40Track::Track (Uint32 number, Uint32 next, Vector* start, Vector* finish)
41{
42  this->ID = number;
43  this->offset = start;
44  this->end = finish;
45  this->nextID = next;
46}
47
48/**
49   \brief removes the Track part from memory
50*/
51Track::~Track ()
52{
53}
54
55void Track::init()
56{
57 
58}
59
60
61/**
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.
69*/
70void Track::mapCamera (Location* lookat, Placement* camplc)
71{
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);
90}
91
92/**
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.
104*/
105bool Track::mapCoords (Location* loc, Placement* plc)
106{
107  Line trace(*offset, *end - *offset);
108  float l = trace.len ();
109 
110  /* change to the next track? */
111  if( loc->dist > l)
112    {
113      loc->dist -= l;
114      loc->part = nextID;
115      //FIXME: loc->track = this;
116      return true;
117    }
118 
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 
123  plc->r = trace.r + (trace.a * ((loc->dist) / l)) + /*dir.apply*/(loc->pos);
124  plc->w = dir * loc->rot;
125 
126  return false;
127}
128
129
130/**
131   \brief this is called when a WorldEntity enters a Track part
132   \param entity: pointer to the WorldEntity in question
133   
134   You can do stuff like add or remove effects, do some coordinate finetuning
135   or whatever in here.
136*/
137void Track::postEnter (WorldEntity* entity)
138{
139}
140
141
142/**
143   \brief this is called when a WorldEntity leaves a Track part
144   \param entity: pointer to the WorldEntity in question
145   
146   You can do stuff like add or remove effects, do some coordinate finetuning
147   or whatever in here.
148*/
149void Track::postLeave (WorldEntity* entity)
150{
151}
152
153
154/**
155   \brief this is called every frame
156   \param deltaT: amount of time passed since the last frame in seconds
157   
158   Do time based or polling scripts here.
159*/
160void Track::tick (float deltaT)
161{
162}
163
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