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source: code/branches/objecthierarchy/src/orxonox/objects/Camera.cc @ 2012

Last change on this file since 2012 was 2006, checked in by landauf, 16 years ago

many changes, can't remember everything, but these are the most important:

  • attaching entities to other entities works
  • displaying models, lights and shadows works
  • controlling a spectator works
  • removed an update hack in PositionableEntity because I've found a much better solution

and with "works" I mean: it works on client, server and standalone

  • Property svn:eol-style set to native
File size: 3.2 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/Math.h"
43#include "util/Debug.h"
44#include "core/CoreIncludes.h"
45#include "GraphicsEngine.h"
46
47namespace orxonox
48{
49  CreateUnloadableFactory(Camera);
50
51  Camera::Camera()
52  {
53    RegisterObject(Camera);
54
55    this->bHasFocus_ = false;
56    this->bDrag_ = false;
57    this->cameraNode_ = GraphicsEngine::getInstance().getLevelSceneManager()->getRootSceneNode()->createChildSceneNode();
58    this->setObjectMode(0x0);
59  }
60
61  Camera::~Camera()
62  {
63    if (this->isInitialized())
64    {
65      CameraHandler::getInstance()->releaseFocus(this);
66      GraphicsEngine::getInstance().getLevelSceneManager()->getRootSceneNode()->removeAndDestroyChild(this->cameraNode_->getName());
67    }
68  }
69
70  void Camera::tick(float dt)
71  {
72      // this stuff here may need some adjustments
73      float coeff = (this->bDrag_) ? min(1.0f, 15.0f * dt) : (1.0f);
74
75      Vector3 offset = this->getNode()->getWorldPosition() - this->cameraNode_->getWorldPosition();
76      this->cameraNode_->translate(coeff * offset);
77
78      this->cameraNode_->setOrientation(Quaternion::Slerp(coeff, this->cameraNode_->getWorldOrientation(), this->getWorldOrientation(), false));
79  }
80
81  /**
82    don't move anything before here! here the Ogre camera is set to values of this camera
83    always call update after changes
84  */
85  void Camera::update()
86  {
87      this->cameraNode_->setPosition(this->getWorldPosition());
88      this->cameraNode_->setOrientation(this->getWorldOrientation());
89  }
90
91  /**
92    what to do when camera loses focus (do not request focus in this function!!)
93    this is called by the CameraHandler singleton class to notify the camera
94  */
95  void Camera::removeFocus()
96  {
97    this->bHasFocus_ = false;
98    this->cameraNode_->detachObject(this->cam_);
99  }
100
101  void Camera::setFocus(Ogre::Camera* ogreCam)
102  {
103    this->bHasFocus_ = true;
104    this->cam_ = ogreCam;
105    this->cam_->setOrientation(this->cameraNode_->getWorldOrientation());
106    this->cameraNode_->attachObject(this->cam_);
107  }
108
109  void Camera::requestFocus()
110  {
111    CameraHandler::getInstance()->requestFocus(this);
112  }
113}
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