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source: orxonox.OLD/branches/playability/src/world_entities/camera.cc @ 10237

Last change on this file since 10237 was 10237, checked in by muellmic, 17 years ago

changed camera handling for the vertical-scroller playmode. the top-down view in vertical scroller is now a proper camera-viewmode. also added a bool-state in the camera class to override the camera's event-listener and handle the camera-events (view buttons) in other classes. i used this to handle the camera parenting with the space-ship class, so other views as the top-down get useful and nice-looking again…. *taking-a-look-at-the-watch* oops damnit… i hope i won't forget the last tram ;-)

File size: 5.5 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
21ObjectListDefinition(Camera);
22
23/**
24 *  creates a Camera
25*/
26Camera::Camera()
27{
28  this->registerObject(this, Camera::_objectList);
29  this->setName("camera");
30  this->target = new CameraTarget();
31
32  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW0);
33  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW1);
34  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW2);
35  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW3);
36  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW4);
37  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW5);
38
39  this->setFovy(90);
40  this->setAspectRatio(1.2f);
41  this->setClipRegion(.1, 10000);
42
43  this->setViewMode(Camera::ViewNormal);
44
45  this->setParentMode(PNODE_ALL);
46  this->eventHandling = true;
47
48
49}
50
51/**
52 *  default destructor
53*/
54Camera::~Camera()
55{}
56
57/**
58 *  focuses the Camera onto a Target
59 * @param target the new PNode the Camera should look at.
60*/
61void Camera::lookAt(PNode* target)
62{
63  this->target->setParent(target);
64}
65
66/**
67 * @returns The PNode of the Target (from there you can get position and so on
68*/
69PNode* Camera::getTargetNode() const
70{
71  return (PNode*)this->target;
72}
73
74/**
75 *  sets a new AspectRatio
76 * @param aspectRatio the new aspect ratio to set (width / height)
77*/
78void Camera::setAspectRatio(float aspectRatio)
79{
80  this->aspectRatio = aspectRatio;
81}
82
83/**
84 * Sets a new clipping region
85 * @param nearClip The near clip plane
86 * @param farClip The far clip plane
87*/
88void Camera::setClipRegion(float nearClip, float farClip)
89{
90  this->nearClip = nearClip;
91  this->farClip = farClip;
92}
93
94/**
95 *  sets the new VideoMode and initializes iteration to it.
96 * @param mode the mode to change to.
97*/
98void Camera::setViewMode(ViewMode mode)
99{
100  currentMode = mode;
101  switch (mode)
102  {
103    default:
104    case Camera::ViewNormal:
105    {
106      this->toFovy = 60.0;
107      this->setRelCoorSoft(-10, 5, 0);
108      this->target->setRelCoorSoft(0,0,0);
109      break;
110    }
111    case Camera::ViewBehind:
112      break;
113    case Camera::ViewFront:
114    {
115      this->toFovy = 120.0;
116      this->setRelCoorSoft(4, 0, 0, 5);
117      this->target->setRelCoorSoft(Vector(10,0,0), 5);
118      break;
119    }
120    case Camera::ViewLeft:
121    {
122      this->toFovy = 90;
123      this->setRelCoorSoft(0, 1, -10, .5);
124      this->target->setRelCoorSoft(0,0,0);
125      break;
126    }
127    case Camera::ViewRight:
128    {
129      this->toFovy = 90;
130      this->setRelCoorSoft(Vector(0, 1, 10));
131      this->target->setRelCoorSoft(0,0,0);
132      break;
133    }
134    case Camera::ViewTop:
135    {
136      this->toFovy= 120;
137      this->setRelCoor(Vector(-0.05, 40, 0));
138      this->target->setRelCoor(0,0,0);
139    }
140  }
141}
142
143
144/**
145 *  Updates the position of the camera.
146 * @param dt: The time that elapsed.
147*/
148void Camera::tick(float dt)
149{
150  //update frustum plane
151  this->viewVector = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
152  this->frustumPlane = Plane(this->viewVector, this->getAbsCoor() + this->viewVector * 0.1);
153
154  this->upVector =  this->getAbsDirV();
155
156
157  float tmpFovy = (this->toFovy - this->fovy);
158  if (tmpFovy > 0.01)
159    this->fovy += tmpFovy * fabsf(dt);
160}
161
162
163/**
164 *  initialize rendering perspective according to this camera
165 *
166 * This is called immediately before the rendering cycle starts, it sets all global
167 * rendering options as well as the GL_PROJECTION matrix according to the camera.
168 */
169void Camera::apply ()
170{
171  // switching to Projection Matrix
172  glMatrixMode (GL_PROJECTION);
173  glLoadIdentity ();
174
175  gluPerspective(this->fovy,
176                 this->aspectRatio,
177                 this->nearClip,
178                 this->farClip);
179
180
181    // setting up the perspective
182  // speed-up feature
183  glMatrixMode (GL_MODELVIEW);
184  glLoadIdentity();
185
186
187}
188
189void Camera::project()
190{
191  Vector cameraPosition = this->getAbsCoor();
192  Vector targetPosition = this->target->getAbsCoor();
193
194       // Setting the Camera Eye, lookAt and up Vectors
195  gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
196            targetPosition.x, targetPosition.y, targetPosition.z,
197            this->upVector.x, this->upVector.y, this->upVector.z);
198}
199
200
201/**
202 *  processes an event
203 * @param event: the event to process
204*/
205void Camera::process(const Event &event)
206{
207  if (eventHandling == true)
208  {
209    if( event.type == KeyMapper::PEV_VIEW0)
210    {
211      this->setViewMode(Camera::ViewNormal);
212    }
213    else if( event.type == KeyMapper::PEV_VIEW1)
214    {
215      this->setViewMode(Camera::ViewBehind);
216    }
217    else if( event.type == KeyMapper::PEV_VIEW2)
218    {
219      this->setViewMode(Camera::ViewFront);
220    }
221    else if( event.type == KeyMapper::PEV_VIEW3)
222    {
223      this->setViewMode(Camera::ViewLeft);
224    }
225    else if( event.type == KeyMapper::PEV_VIEW4)
226    {
227      this->setViewMode(Camera::ViewRight);
228    }
229    else if( event.type == KeyMapper::PEV_VIEW5)
230    {
231      this->setViewMode(Camera::ViewTop);
232    }
233  }
234}
235
236
237///////////////////
238// CAMERA-TARGET //
239///////////////////
240
241ObjectListDefinition(CameraTarget);
242CameraTarget::CameraTarget()
243{
244  this->registerObject(this, CameraTarget::_objectList);
245  //  this->setParentMode(PNODE_MOVEMENT);
246}
247
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