/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * Benjamin Knecht * */ #include "Camera.h" #include #include #include #include #include "util/Exception.h" #include "util/StringUtils.h" #include "core/CoreIncludes.h" #include "core/config/ConfigValueIncludes.h" #include "core/GameMode.h" #include "core/GUIManager.h" #include "Scene.h" #include "CameraManager.h" #include "sound/SoundManager.h" namespace orxonox { RegisterClass(Camera); Camera::Camera(Context* context) : StaticEntity(context) { RegisterObject(Camera); if (!GameMode::showsGraphics()) ThrowException(AbortLoading, "Can't create Camera, no graphics."); if (!this->getScene()) ThrowException(AbortLoading, "Can't create Camera, no scene."); if (!this->getScene()->getSceneManager()) ThrowException(AbortLoading, "Can't create Camera, no scene-manager given."); if (!this->getScene()->getRootSceneNode()) ThrowException(AbortLoading, "Can't create Camera, no root-scene-node given."); this->camera_ = this->getScene()->getSceneManager()->createCamera(getUniqueNumberString()); Ogre::MovableObject* movable = static_cast(this->camera_); #if OGRE_VERSION >= 0x010900 movable->getUserObjectBindings().setUserAny(Ogre::Any(static_cast(this))); #else movable->setUserAny(Ogre::Any(static_cast(this))); #endif this->cameraNode_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); this->attachNode(this->cameraNode_); this->cameraNode_->attachObject(this->camera_); this->bHasFocus_ = false; this->bDrag_ = false; this->lastDtLagged_ = false; this->setSyncMode(ObjectDirection::None); this->setConfigValues(); this->configvaluecallback_changedFovAndAspectRatio(); this->configvaluecallback_changedNearClipDistance(); } Camera::~Camera() { if (this->isInitialized()) { this->releaseFocus(); this->cameraNode_->detachAllObjects(); this->getScene()->getSceneManager()->destroyCamera(this->camera_); if (this->bDrag_) this->detachNode(this->cameraNode_); if (this->getScene()->getSceneManager()) this->getScene()->getSceneManager()->destroySceneNode(this->cameraNode_->getName()); } } void Camera::setConfigValues() { SetConfigValue(fov_, 80.0f) .description("Horizontal field of view in degrees") .callback(this, &Camera::configvaluecallback_changedFovAndAspectRatio); SetConfigValue(aspectRatio_, 1.0f) .description("Aspect ratio of pixels (width / height)") .callback(this, &Camera::configvaluecallback_changedFovAndAspectRatio); SetConfigValue(nearClipDistance_, 1.0f) .description("Distance from the camera where close objects will be clipped") .callback(this, &Camera::configvaluecallback_changedNearClipDistance); } /** @brief Update FOV and the aspect ratio of the camera after the config values or the window's size have changed. */ void Camera::configvaluecallback_changedFovAndAspectRatio() { // the aspect ratio of the window (width / height) has to be multiplied with the pixels aspect ratio (this->aspectRatio_) float aspectRatio = this->aspectRatio_ * this->getWindowWidth() / this->getWindowHeight(); this->camera_->setAspectRatio(aspectRatio); // Since we use horizontal FOV, we have to calculate FOVy by dividing by the aspect ratio and using some tangents Radian fovy(2 * atan(tan(Degree(this->fov_).valueRadians() / 2) / aspectRatio)); this->camera_->setFOVy(fovy); } void Camera::configvaluecallback_changedNearClipDistance() { this->camera_->setNearClipDistance(this->nearClipDistance_); } /** @brief Inherited from WindowEventListener. */ void Camera::windowResized(unsigned int newWidth, unsigned int newHeight) { this->configvaluecallback_changedFovAndAspectRatio(); } void Camera::tick(float dt) { SUPER(Camera, tick, dt); if (this->bDrag_ && this->getTimeFactor() != 0) { // this stuff here may need some adjustments float poscoeff = 15.0f * dt / this->getTimeFactor(); float anglecoeff = 7.0f * dt / this->getTimeFactor(); // Only clamp if fps rate is actually falling. Occasional high dts should // not be clamped to reducing lagging effects. if (poscoeff > 1.0f) { if (this->lastDtLagged_) poscoeff = 1.0f; else this->lastDtLagged_ = true; } else this->lastDtLagged_ = false; if (anglecoeff > 1.0f) { if (this->lastDtLagged_) anglecoeff = 1.0f; else this->lastDtLagged_ = true; } else this->lastDtLagged_ = false; Vector3 offset = this->getWorldPosition() - this->cameraNode_->_getDerivedPosition(); this->cameraNode_->translate(poscoeff * offset); this->cameraNode_->setOrientation(Quaternion::Slerp(anglecoeff, this->cameraNode_->_getDerivedOrientation(), this->getWorldOrientation(), true)); } // Update sound listener transformation if (GameMode::playsSound() && this->bHasFocus_) { SoundManager::getInstance().setListenerPosition(this->getWorldPosition()); SoundManager::getInstance().setListenerOrientation(this->getWorldOrientation()); } } void Camera::requestFocus() { CameraManager::getInstance().requestFocus(this); } void Camera::releaseFocus() { CameraManager::getInstance().releaseFocus(this); } /** what to do when camera loses focus (do not request focus in this function!!) this is called by the CameraManager singleton class to notify the camera */ void Camera::removeFocus() { this->bHasFocus_ = false; } void Camera::setFocus() { this->bHasFocus_ = true; CameraManager::getInstance().useCamera(this->camera_); } void Camera::setDrag(bool bDrag) { if (bDrag != this->bDrag_) { this->bDrag_ = bDrag; if (!bDrag) { this->attachNode(this->cameraNode_); this->cameraNode_->setPosition(Vector3::ZERO); this->cameraNode_->setOrientation(Quaternion::IDENTITY); } else { this->detachNode(this->cameraNode_); this->cameraNode_->setPosition(this->getWorldPosition()); this->cameraNode_->setOrientation(this->getWorldOrientation()); } } } }