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source: orxonox.OLD/orxonox/trunk/src/world_entities/camera.cc @ 3917

Last change on this file since 3917 was 3869, checked in by bensch, 20 years ago

orxonox/trunk: movement of the list and common utils

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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:
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// CAMERA //
28////////////
29
30/**
31   \brief creates a Camera
32*/
33Camera::Camera(void)
34{
35  this->setClassName("Camera");
36  this->target = new CameraTarget();
37
38  this->setFovy(90);
39  this->setAspectRatio(1.2f);
40  this->setClipRegion(.1, 2000);
41
42  this->setViewMode(VIEW_NORMAL);
43}
44
45/**
46   \brief default destructor
47*/
48Camera::~Camera(void)
49{
50}
51
52/**
53   \brief focuses the Camera onto a Target
54   \param target the new PNode the Camera should look at.
55*/
56void Camera::lookAt(PNode* target)
57{
58  this->target->setParent(target);
59}
60
61/**
62   \returns The PNode of the Target (from there you can get position and so on
63*/
64PNode* Camera::getTarget(void)
65{
66  return (PNode*)this->target;
67}
68
69
70/**
71   \brief sets a new AspectRatio
72   \param aspectRatio the new aspect ratio to set (width / height)
73*/
74void Camera::setAspectRatio(float aspectRatio)
75{
76  this->aspectRatio = aspectRatio;
77}
78
79/**
80   \brief sets the Field of View to fofy
81   \param fovy new field of view factor (in degrees)
82*/
83void Camera::setFovy(float fovy)
84{
85  this->fovy = fovy;
86}
87
88/**
89  \brief Sets a new clipping region
90  \param nearClip The near clip plane
91  \param farClip The far clip plane
92*/
93void Camera::setClipRegion(float nearClip, float farClip)
94{
95  this->nearClip = nearClip;
96  this->farClip = farClip;
97}
98
99void Camera::setViewMode(ViewMode mode)
100{
101  switch (mode)
102    {
103    default:
104    case VIEW_NORMAL:
105      this->toFovy = 60.0;
106      this->toRelCoor = Vector(-10, 5, 0);
107      break;
108    case VIEW_BEHIND:
109      this->toFovy = 120.0;
110      this->toRelCoor = Vector(-7, 0, 0);
111      break;
112    case VIEW_FRONT:
113      this->toFovy = 95.0;
114      this->toRelCoor = Vector(12, 5, 0);
115      break;
116    case VIEW_LEFT: 
117      this->toFovy = 90;
118      this->toRelCoor = Vector(0, 2, -10);
119      break;
120    case VIEW_RIGHT:
121      this->toFovy = 90;
122      this->toRelCoor = Vector(0, 2, 10);
123      break;
124    case VIEW_TOP:
125      this->toFovy= 120;
126      this->toRelCoor = Vector(0, 4, 0);
127    }
128}
129
130
131/**
132   \brief Updates the position of the camera.
133   \param dt The time that elapsed.
134*/
135void Camera::tick(float dt)
136{
137  dt /= 500;
138  float tmpFovy = (this->toFovy - this->fovy) * dt;
139  if (tmpFovy > .001)
140    this->fovy += (this->toFovy - this->fovy) * dt;
141  Vector tmpPos = (this->toRelCoor - *this->getRelCoor()) * dt;
142  if (tmpPos.len() >= .001)
143    {
144      tmpPos = tmpPos + *this->getRelCoor();
145      this->setRelCoor(tmpPos);
146    }
147}
148
149
150/**
151   \brief initialize rendering perspective according to this camera
152   
153   This is called immediately before the rendering cycle starts, it sets all global
154   rendering options as well as the GL_PROJECTION matrix according to the camera.
155*/
156void Camera::apply ()
157{
158  // switching to Projection Matrix
159  glMatrixMode (GL_PROJECTION);
160  glLoadIdentity ();
161
162  // setting up the perspective
163  gluPerspective(this->fovy,
164                 this->aspectRatio,
165                 this->nearClip,
166                 this->farClip);
167
168  // speed-up feature
169  Vector cameraPosition = this->getAbsCoor();
170  Vector targetPosition = this->target->getAbsCoor();
171  Vector up = Vector(0, 1, 0);
172  up = this->getAbsDir().apply(up);
173
174  // Setting the Camera Eye, lookAt and up Vectors
175  gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
176            targetPosition.x, targetPosition.y, targetPosition.z,
177            up.x, up.y, up.z);
178
179  // switching back to Modeling Matrix
180  glMatrixMode (GL_MODELVIEW);
181}
182
183
184
185///////////////////
186// CAMERA-TARGET //
187///////////////////
188
189
190CameraTarget::CameraTarget()
191{
192  this->setClassName("CameraTarget");
193  this->setMode(PNODE_MOVEMENT);
194}
195
196CameraTarget::~CameraTarget()
197{
198
199}
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