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source: code/branches/presentation/src/orxonox/CameraManager.cc @ 2485

Last change on this file since 2485 was 2485, checked in by landauf, 15 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

File size: 4.5 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 *      Benjamin Knecht
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28#include "OrxonoxStableHeaders.h"
29#include "CameraManager.h"
30
31#include <OgreSceneManager.h>
32#include <OgreViewport.h>
33#include <OgreCamera.h>
34#include <OgreCompositorManager.h>
35#include <OgreResource.h>
36
37#include "core/Core.h"
38#include "core/Iterator.h"
39#include "objects/worldentities/Camera.h"
40#include "objects/Scene.h"
41#include "tools/Shader.h"
42#include "util/String.h"
43
44namespace orxonox
45{
46    CameraManager* CameraManager::singletonRef_s = 0;
47
48    CameraManager::CameraManager(Ogre::Viewport* viewport)
49        : viewport_(viewport)
50    {
51        assert(singletonRef_s == 0);
52        singletonRef_s = this;
53
54        this->fallbackCamera_ = 0;
55    }
56
57    CameraManager::~CameraManager()
58    {
59        assert(singletonRef_s != 0);
60        singletonRef_s = 0;
61
62        if (this->fallbackCamera_)
63            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
64    }
65
66    Camera* CameraManager::getActiveCamera() const
67    {
68        if (this->cameraList_.size() > 0)
69            return this->cameraList_.front();
70        else
71            return 0;
72    }
73
74    void CameraManager::requestFocus(Camera* camera)
75    {
76        if (!Core::showsGraphics())
77            return;
78
79        // notify old camera (if it exists)
80        if (this->cameraList_.size() > 0)
81            this->cameraList_.front()->removeFocus();
82        else if (this->fallbackCamera_)
83        {
84            this->fallbackCamera_->getSceneManager()->destroyCamera(this->fallbackCamera_);
85            this->fallbackCamera_ = 0;
86        }
87
88        camera->setFocus();
89
90        // make sure we don't add it twice
91        for (std::list<Camera*>::iterator it = this->cameraList_.begin(); it != this->cameraList_.end(); ++it)
92            if ((*it) == camera)
93                return;
94
95        // add to list
96        this->cameraList_.push_front(camera);
97    }
98
99    void CameraManager::releaseFocus(Camera* camera)
100    {
101        if (!Core::showsGraphics())
102            return;
103
104        // notify the cam of releasing the focus
105        if (this->cameraList_.front() == camera)
106        {
107            camera->removeFocus();
108            this->cameraList_.pop_front();
109
110            // set new focus if possible
111            if (this->cameraList_.size() > 0)
112                this->cameraList_.front()->setFocus();
113            else
114            {
115                // there are no more cameras, create a fallback
116                if (!this->fallbackCamera_)
117                    this->fallbackCamera_ = camera->getScene()->getSceneManager()->createCamera(getUniqueNumberString());
118                this->useCamera(this->fallbackCamera_);
119            }
120        }
121        else
122        {
123            this->cameraList_.remove(camera);
124        }
125    }
126
127    void CameraManager::useCamera(Ogre::Camera* camera)
128    {
129        // This workaround is needed to avoid weird behaviour with active compositors while
130        // switching the camera (like freezing the image)
131        //
132        // Last known Ogre version needing this workaround:
133        // 1.4.8
134
135        // deactivate all compositors
136        {
137            Ogre::ResourceManager::ResourceMapIterator iterator = Ogre::CompositorManager::getSingleton().getResourceIterator();
138            while (iterator.hasMoreElements())
139                Ogre::CompositorManager::getSingleton().setCompositorEnabled(this->viewport_, iterator.getNext()->getName(), false);
140        }
141
142        this->viewport_->setCamera(camera);
143
144        // reactivate all visible compositors
145        {
146            for (ObjectList<Shader>::iterator it = ObjectList<Shader>::begin(); it != ObjectList<Shader>::end(); ++it)
147                it->updateVisibility();
148        }
149    }
150}
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