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source: code/branches/network/src/orxonox/objects/Camera.cc @ 1494

Last change on this file since 1494 was 1494, checked in by rgrieder, 16 years ago
  • set the svn:eol-style property to all files so, that where ever you check out, you'll get the right line endings (had to change every file with mixed endings to windows in order to set the property)
  • Property svn:eol-style set to native
File size: 3.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      Benjamin Knecht
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "Camera.h"
31#include "CameraHandler.h"
32
33#include <string>
34
35#include <OgreSceneManager.h>
36#include <OgreSceneNode.h>
37#include <OgreRenderWindow.h>
38#include <OgreViewport.h>
39
40#include "tinyxml/tinyxml.h"
41#include "util/SubString.h"
42#include "util/Convert.h"
43#include "util/Math.h"
44#include "core/Debug.h"
45#include "core/CoreIncludes.h"
46#include "GraphicsEngine.h"
47
48namespace orxonox
49{
50
51  Camera::Camera(Ogre::SceneNode* node)
52  {
53    this->bHasFocus_ = false;
54    this->cameraNode_ = GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode(node->getName() + "Camera");
55    if( node != NULL )
56      this->setPositionNode(node);
57  }
58
59  Camera::~Camera()
60  {
61    CameraHandler::getInstance()->releaseFocus(this);
62    GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->removeAndDestroyChild(cameraNode_->getName());
63  }
64
65  void Camera::setPositionNode(Ogre::SceneNode* node)
66  {
67    this->positionNode_ = node;
68    // set camera to node values according to camera mode
69  }
70
71  void Camera::setTargetNode(Ogre::SceneNode* obj)
72  {
73    this->targetNode_ = obj;
74  }
75
76  void Camera::tick(float dt)
77  {
78    if (this->positionNode_ != NULL)
79    {
80      // this stuff here may need some adjustments
81      Vector3 offset = this->positionNode_->getWorldPosition() - this->cameraNode_->getWorldPosition();
82      float coeff = 15.0f * dt;
83      if (coeff > 1.0f)
84        coeff = 1.0f;
85
86      this->cameraNode_->translate(coeff * offset);
87
88      this->cameraNode_->setOrientation(Quaternion::Slerp(7.0f * dt, this->positionNode_->getWorldOrientation(), this->cameraNode_->getWorldOrientation(), false));
89    }
90  }
91
92  /**
93    don't move anything before here! here the Ogre camera is set to values of this camera
94    always call update after changes
95  */
96  void Camera::update()
97  {
98    if(this->positionNode_ != NULL)
99    {
100      this->cameraNode_->setPosition(this->positionNode_->getWorldPosition());
101      this->cameraNode_->setOrientation(this->positionNode_->getWorldOrientation());
102    }
103  }
104
105  /**
106    what to do when camera loses focus (do not request focus in this function!!)
107    this is called by the CameraHandler singleton class to notify the camera
108  */
109  void Camera::removeFocus()
110  {
111    this->bHasFocus_ = false;
112    this->cameraNode_->detachObject(this->cam_);
113  }
114
115  void Camera::setFocus(Ogre::Camera* ogreCam)
116  {
117    this->bHasFocus_ = true;
118    this->cam_ = ogreCam;
119    this->cam_->setOrientation(this->cameraNode_->getWorldOrientation());
120    this->cameraNode_->attachObject(this->cam_);
121  }
122}
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