- Timestamp:
- Dec 21, 2005, 2:47:30 AM (19 years ago)
- Location:
- branches/christmas_branche/src
- Files:
-
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/christmas_branche/src/story_entities/world.cc
r6187 r6208 347 347 // tn->addChild(this->localCamera); 348 348 localCamera->setClipRegion(1, 10000.0); 349 localCamera->lookAt(playable);349 // localCamera->lookAt(playable); 350 350 // this->localPlayer->setParentMode(PNODE_ALL); 351 351 if (sky != NULL) … … 355 355 } 356 356 357 this->localCamera->getTarget()->getParent()->debugNode(0); 357 358 SoundEngine::getInstance()->setListener(this->localCamera); 358 359 -
branches/christmas_branche/src/util/state.cc
r6142 r6208 26 26 27 27 28 constPNode* State::camera = NULL;29 constPNode* State::cameraTarget = NULL;28 PNode* State::camera = NULL; 29 PNode* State::cameraTarget = NULL; 30 30 31 31 ObjectManager* State::objectManager = NULL; … … 34 34 * sets camera and target of the current Camera 35 35 */ 36 void State::setCamera( const PNode* camera, constPNode* cameraTarget)36 void State::setCamera(PNode* camera, PNode* cameraTarget) 37 37 { 38 38 State::camera = camera; -
branches/christmas_branche/src/util/state.h
r6142 r6208 25 25 ////////////// 26 26 /** @param camera the PNode to the Camera, @param cameraTarget the PNode to the Camera's target */ 27 static void setCamera( const PNode* camera, constPNode* cameraTarget);27 static void setCamera(PNode* camera, PNode* cameraTarget); 28 28 /** @returns a Pointer to the PNode of the Camera */ 29 static inline constPNode* getCamera() { return State::camera; };29 static inline PNode* getCamera() { return State::camera; }; 30 30 /** @returns a Pointer to the CameraTarget */ 31 static inline constPNode* getCameraTarget() { return State::cameraTarget; };31 static inline PNode* getCameraTarget() { return State::cameraTarget; }; 32 32 33 33 ////////////////////// … … 46 46 State(); 47 47 48 static const PNode*camera; //!< A reference to the camera49 static const PNode*cameraTarget; //!< A reference to the cameraTarget48 static PNode* camera; //!< A reference to the camera 49 static PNode* cameraTarget; //!< A reference to the cameraTarget 50 50 static PNode* nullParent; //!< A reference to the Null-PNode. 51 51 static ObjectManager* objectManager; //!< A referenct to the current ObjectManager -
branches/christmas_branche/src/world_entities/camera.cc
r6034 r6208 119 119 case VIEW_NORMAL: 120 120 this->toFovy = 60.0; 121 this->setParentSoft("TrackNode");122 this->target->setParentSoft("TrackNode"); 121 /* this->setParentSoft("TrackNode"); 122 this->target->setParentSoft("TrackNode"); */ 123 123 this->setRelCoorSoft(-10, 5, 0); 124 124 this->target->setRelCoorSoft(0,0,0); … … 129 129 // this->target->setRelCoorSoft(Vector(10,0,0)); 130 130 131 if (!strcmp(this->target->getParent()->getName(), "Player"))132 this->target->setParentSoft("TrackNode");133 else134 this->target->setParentSoft("Player");135 this->getParent()->debugNode(0);131 // if (!strcmp(this->target->getParent()->getName(), "Player")) 132 // this->target->setParentSoft("TrackNode"); 133 // else 134 // this->target->setParentSoft("Player"); 135 // this->getParent()->debugNode(0); 136 136 137 137 // this->setParent("main-Turret"); … … 142 142 case VIEW_FRONT: 143 143 this->toFovy = 120.0; 144 this->setParentSoft("Player");145 this->target->setParentSoft("Player"); 144 /* this->setParentSoft("Player"); 145 this->target->setParentSoft("Player");*/ 146 146 this->setRelCoorSoft(4, 0, 0, 5); 147 147 this->target->setRelCoorSoft(Vector(10,0,0), 5); … … 150 150 case VIEW_LEFT: 151 151 this->toFovy = 90; 152 this->setParentSoft("TrackNode");153 this->target->setParentSoft("TrackNode"); 152 /* this->setParentSoft("TrackNode"); 153 this->target->setParentSoft("TrackNode");*/ 154 154 this->setRelCoorSoft(0, 1, -10, .5); 155 155 this->target->setRelCoorSoft(0,0,0); … … 157 157 case VIEW_RIGHT: 158 158 this->toFovy = 90; 159 this->setParentSoft("TrackNode");160 this->target->setParentSoft("TrackNode"); 159 /* this->setParentSoft("TrackNode"); 160 this->target->setParentSoft("TrackNode");*/ 161 161 this->setRelCoorSoft(Vector(0, 1, 10)); 162 162 this->target->setRelCoorSoft(0,0,0); … … 164 164 case VIEW_TOP: 165 165 this->toFovy= 120; 166 this->setParentSoft("TrackNode");167 this->target->setParentSoft("TrackNode"); 166 /* this->setParentSoft("TrackNode"); 167 this->target->setParentSoft("TrackNode");*/ 168 168 this->setRelCoorSoft(Vector(30, 50, 0)); 169 169 this->target->setRelCoorSoft(35,0,0); -
branches/christmas_branche/src/world_entities/creatures/md2_creature.cc
r6206 r6208 23 23 #include "md2Model.h" 24 24 #include "resource_manager.h" 25 #include "state.h" 25 26 26 27 #include "weapons/weapon_manager.h" … … 122 123 cycle = 0.0; 123 124 125 this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); 126 this->cameraConnNode.setName("CameraConnectorNode"); 127 this->addChild(&this->cameraConnNode); 128 this->cameraConnNode.addChild(State::getCameraTarget()); 129 State::getCameraTarget()->setRelCoor(10,0,0); 124 130 125 131 travelSpeed = 15.0; … … 239 245 { 240 246 this->drawLODsafe(); 247 248 this->cameraConnNode.debugDraw(0); 241 249 } 242 250 … … 274 282 } 275 283 284 276 285 //orient the MD2Creature in direction of the mouse 277 286 this->setAbsDir( /*rotQuat*/ mouseDirX); 287 this->cameraConnNode.setRelDir(mouseDirY); 278 288 279 289 this->getWeaponManager()->tick(time); … … 377 387 this->yMouse = event.yRel; 378 388 this->mouseDirX *= Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0)); 379 this->mouseDirY *= Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0, 0,1));389 this->mouseDirY *= Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,1,0)); 380 390 // if( xMouse*xMouse < 0.9) 381 391 // this->setAbsDir(mouseDir); -
branches/christmas_branche/src/world_entities/creatures/md2_creature.h
r6206 r6208 62 62 bool bJump; //!< jump 63 63 64 PNode cameraConnNode; //!< The Node the camera is connected to. 65 64 66 float xMouse; //!< mouse moved in x-Direction 65 67 float yMouse; //!< mouse moved in y-Direction … … 70 72 Quaternion mouseDirX; //!< the direction where the player wants to fly 71 73 Quaternion mouseDirY; //!< the direction where the player wants to fly 72 Quaternion rotQuat;73 74 float travelSpeed; //!< the current speed of the player (to make soft movement) 74 75 float acceleration; //!< the acceleration of the player.
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