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source: orxonox.OLD/trunk/src/world_entities/camera.cc @ 10369

Last change on this file since 10369 was 10368, checked in by patrick, 18 years ago

merged the branche playability into the trunk

File size: 8.4 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Christian Meyer
13   co-programmer: Benjamin Grauer
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
16
17#include "camera.h"
18#include "key_mapper.h"
19#include "glincl.h"
20//#include "util/loading/load_param.h"
21#include "world_entity.h"
22
23ObjectListDefinition(Camera);
24
25/**
26 *  creates a Camera
27*/
28Camera::Camera()
29{
30  this->registerObject(this, Camera::_objectList);
31  this->init();
32}
33
34/*
35Camera::Camera(const TiXmlElement* root)
36{
37  this->registerObject(this, Camera::_objectList);
38  this->init();
39  this->loadParams(root);
40}
41*/
42
43/**
44 *  default destructor
45*/
46Camera::~Camera()
47{}
48
49void Camera::init()
50{
51  this->setName("camera");
52  this->target = new CameraTarget();
53
54  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW0);
55  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW1);
56  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW2);
57  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW3);
58  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW4);
59  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW5);
60
61  //this->setFovy(90);
62  this->setAspectRatio(1.33f);
63  this->setClipRegion(.1, 10000);
64 
65  this->viewTopFovy = 60;
66  this->viewNormalFovy = 90;
67  this->viewFrontFovy = 120;
68  this->viewRightFovy = 90;
69  this->viewLeftFovy = 90;
70
71  this->viewTopDistance = 70;
72  this->viewNormalDistance = 10;
73  this->viewFrontDistance = 4;
74  this->viewRightDistance = 10;
75  this->viewLeftDistance = 10;
76
77  //this->loadParams(doc.RootElement());
78
79  this->setViewMode(Camera::ViewNormal);
80
81  this->setParentMode(PNODE_ALL);
82  this->eventHandling = true;
83}
84
85/**
86 *  focuses the Camera onto a Target
87 * @param target the new PNode the Camera should look at.
88*/
89void Camera::lookAt(PNode* target)
90{
91  this->target->setParent(target);
92}
93
94/**
95 * @returns The PNode of the Target (from there you can get position and so on
96*/
97PNode* Camera::getTargetNode() const
98{
99  return (PNode*)this->target;
100}
101
102/**
103 *  sets a new AspectRatio
104 * @param aspectRatio the new aspect ratio to set (width / height)
105*/
106void Camera::setAspectRatio(float aspectRatio)
107{
108  this->aspectRatio = aspectRatio;
109}
110
111/**
112 * Sets a new clipping region
113 * @param nearClip The near clip plane
114 * @param farClip The far clip plane
115*/
116void Camera::setClipRegion(float nearClip, float farClip)
117{
118  this->nearClip = nearClip;
119  this->farClip = farClip;
120}
121
122/**
123 *  sets the new VideoMode and initializes iteration to it.
124 * @param mode the mode to change to.
125*/
126void Camera::setViewMode(ViewMode mode)
127{
128  currentMode = mode;
129  switch (mode)
130  {
131    default:
132    case Camera::ViewNormal:
133    {
134      this->fovy = viewNormalFovy;
135      this->toFovy = viewNormalFovy;
136      //this->fovy = 60;
137      //this->toFovy = 60;
138      this->setRelCoorSoft(-2.0/3.0 * this->viewNormalDistance, 1.0/3.0 * this->viewNormalDistance, 0);
139      this->target->setRelCoorSoft(0,0,0);
140      break;
141    }
142    case Camera::ViewBehind:
143      break;
144    case Camera::ViewFront:
145    {
146      this->fovy = viewFrontFovy;
147      this->toFovy = viewFrontFovy;
148      this->setRelCoorSoft(this->viewFrontDistance, 0, 0, 5);
149      this->target->setRelCoorSoft(Vector(10,0,0), 5);
150      break;
151    }
152    case Camera::ViewLeft:
153    {
154      this->fovy = viewLeftFovy;
155      this->toFovy = viewLeftFovy;
156      this->setRelCoorSoft(0, 1, -viewLeftDistance, .5);
157      this->target->setRelCoorSoft(0,0,0);
158      break;
159    }
160    case Camera::ViewRight:
161    {
162      this->fovy = viewRightFovy;
163      this->toFovy = viewRightFovy;
164      this->setRelCoorSoft(Vector(0, 1, viewRightDistance), 0.5);
165      this->target->setRelCoorSoft(0,0,0);
166      break;
167    }
168    case Camera::ViewTop:
169    {
170      this->fovy= viewTopFovy;
171      this->toFovy = viewTopFovy;
172      this->setRelCoor(Vector(-0.05, this->viewTopDistance , 0));
173      this->target->setRelCoor(0,0,0);
174    }
175  }
176}
177
178
179/**
180 *  Updates the position of the camera.
181 * @param dt: The time that elapsed.
182*/
183void Camera::tick(float dt)
184{
185  //update frustum plane
186  this->viewVector = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
187  this->frustumPlane = Plane(this->viewVector, this->getAbsCoor() + this->viewVector * 0.1);
188
189  this->upVector =  this->getAbsDirV();
190
191
192  float tmpFovy = (this->toFovy - this->fovy);
193  if (fabsf(tmpFovy) > 0.01)
194    this->fovy += tmpFovy * fabsf(dt);
195}
196
197
198/**
199 *  initialize rendering perspective according to this camera
200 *
201 * This is called immediately before the rendering cycle starts, it sets all global
202 * rendering options as well as the GL_PROJECTION matrix according to the camera.
203 */
204void Camera::apply ()
205{
206  // switching to Projection Matrix
207  glMatrixMode (GL_PROJECTION);
208  glLoadIdentity ();
209
210  gluPerspective(this->fovy,
211                 this->aspectRatio,
212                 this->nearClip,
213                 this->farClip);
214
215
216    // setting up the perspective
217  // speed-up feature
218  glMatrixMode (GL_MODELVIEW);
219  glLoadIdentity();
220
221
222}
223
224void Camera::project()
225{
226  Vector cameraPosition = this->getAbsCoor();
227  Vector targetPosition = this->target->getAbsCoor();
228
229       // Setting the Camera Eye, lookAt and up Vectors
230  gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
231            targetPosition.x, targetPosition.y, targetPosition.z,
232            this->upVector.x, this->upVector.y, this->upVector.z);
233}
234
235
236/**
237 *  processes an event
238 * @param event: the event to process
239*/
240void Camera::process(const Event &event)
241{
242  if (eventHandling == true)
243  {
244    if( event.type == KeyMapper::PEV_VIEW0)
245    {
246      this->setViewMode(Camera::ViewNormal);
247    }
248    else if( event.type == KeyMapper::PEV_VIEW1)
249    {
250      this->setViewMode(Camera::ViewBehind);
251    }
252    else if( event.type == KeyMapper::PEV_VIEW2)
253    {
254      this->setViewMode(Camera::ViewFront);
255    }
256    else if( event.type == KeyMapper::PEV_VIEW3)
257    {
258      this->setViewMode(Camera::ViewLeft);
259    }
260    else if( event.type == KeyMapper::PEV_VIEW4)
261    {
262      this->setViewMode(Camera::ViewRight);
263    }
264    else if( event.type == KeyMapper::PEV_VIEW5)
265    {
266      this->setViewMode(Camera::ViewTop);
267    }
268  }
269}
270
271/*
272void Camera::loadParams(const TiXmlElement* root)
273{
274  // Do the PNode loading stuff
275  PNode::loadParams(root);
276
277  LoadParam(root, "viewTopFovy", this, Camera, setViewTopFovy);
278  LoadParam(root, "viewFrontFovy", this, Camera, setViewFrontFovy);
279  LoadParam(root, "viewLeftFovy", this, Camera, setViewLeftFovy);
280  LoadParam(root, "viewRightFovy", this, Camera, setViewRightFovy);
281  LoadParam(root, "viewBehindFovy", this, Camera, setViewBehindFovy);
282  LoadParam(root, "viewNormalFovy", this, Camera, setViewNormalFovy);
283
284  LoadParam(root, "viewTopDistance", this, Camera, setViewTopDistance);
285  LoadParam(root, "viewFrontDistance", this, Camera, setViewFrontDistance);
286  LoadParam(root, "viewLeftDistance", this, Camera, setViewLeftDistance);
287  LoadParam(root, "viewRightDistance", this, Camera, setViewRightDistance);
288  LoadParam(root, "viewBehindDistance", this, Camera, setViewBehindDistance);
289  LoadParam(root, "viewNormalDistance", this, Camera, setViewNormalDistance);
290}
291*/
292
293void Camera::setViewTopFovy(float fovy)
294{
295  this->viewTopFovy = fovy;
296}
297
298void Camera::setViewFrontFovy(float fovy)
299{
300  this->viewFrontFovy = fovy;
301}
302
303void Camera::setViewLeftFovy(float fovy)
304{
305  this->viewLeftFovy = fovy;
306}
307
308void Camera::setViewRightFovy(float fovy)
309{
310  this->viewRightFovy = fovy;
311}
312
313void Camera::setViewBehindFovy(float fovy)
314{
315  this->viewBehindFovy = fovy;
316}
317
318void Camera::setViewNormalFovy(float fovy)
319{
320  this->viewNormalFovy = fovy;
321}
322
323void Camera::setViewTopDistance(float Distance)
324{
325  this->viewTopDistance = Distance;
326}
327
328void Camera::setViewFrontDistance(float Distance)
329{
330  this->viewFrontDistance = Distance;
331}
332
333void Camera::setViewLeftDistance(float Distance)
334{
335  this->viewLeftDistance = Distance;
336}
337
338void Camera::setViewRightDistance(float Distance)
339{
340  this->viewRightDistance = Distance;
341}
342
343void Camera::setViewBehindDistance(float Distance)
344{
345  this->viewBehindDistance = Distance;
346}
347
348void Camera::setViewNormalDistance(float Distance)
349{
350  this->viewNormalDistance = Distance;
351}
352
353
354///////////////////
355// CAMERA-TARGET //
356///////////////////
357
358ObjectListDefinition(CameraTarget);
359CameraTarget::CameraTarget()
360{
361  this->registerObject(this, CameraTarget::_objectList);
362  //  this->setParentMode(PNODE_MOVEMENT);
363}
364
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