| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 | Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 | This program is free software; you can redistribute it and/or modify | 
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| 9 | it under the terms of the GNU General Public License as published by | 
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| 10 | the Free Software Foundation; either version 2, or (at your option) | 
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| 11 | any later version. | 
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| 12 |  | 
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| 13 | ### File Specific: | 
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| 14 | main-programmer: Christian Meyer | 
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| 15 | co-programmer: ... | 
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| 16 | */ | 
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| 17 |  | 
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| 18 | #include "camera.h" | 
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| 19 | #include "world.h" | 
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| 20 | #include "world_entity.h" | 
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| 21 |  | 
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| 22 | using namespace std; | 
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| 23 |  | 
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| 24 | /** | 
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| 25 | \brief creates a Camera | 
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| 26 |  | 
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| 27 | This standard constructor sets all parameters to zero | 
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| 28 | */ | 
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| 29 | Camera::Camera () | 
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| 30 | { | 
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| 31 | bound = NULL; | 
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| 32 | } | 
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| 33 |  | 
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| 34 | /** | 
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| 35 | \brief default destructor | 
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| 36 | */ | 
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| 37 | Camera::~Camera () | 
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| 38 | { | 
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| 39 | } | 
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| 40 |  | 
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| 41 | /** | 
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| 42 | \brief time based actualisation of camera parameters | 
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| 43 | \param deltaT: The amount of time that has passed in milliseconds | 
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| 44 |  | 
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| 45 | This is called by the World in every time_slice, use it to do fancy time dependant effects (such | 
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| 46 | as smooth camera movement or swaying). | 
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| 47 | */ | 
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| 48 | void Camera::time_slice (Uint32 deltaT) | 
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| 49 | { | 
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| 50 | update_desired_place (); | 
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| 51 | jump (NULL); | 
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| 52 | } | 
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| 53 |  | 
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| 54 | /** | 
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| 55 | \brief this calculates the location where the track wants the camera to be | 
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| 56 |  | 
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| 57 | This refreshes the placement the camera should have according to the bound entity's position on the track. | 
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| 58 | */ | 
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| 59 | void Camera::update_desired_place () | 
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| 60 | { | 
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| 61 | Orxonox *orx = Orxonox::getInstance(); | 
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| 62 | Location lookat; | 
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| 63 |  | 
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| 64 | if( bound != NULL) | 
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| 65 | { | 
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| 66 | bound->get_lookat (&lookat); | 
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| 67 | orx->get_world()->calc_camera_pos (&lookat, &desired_place); | 
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| 68 | } | 
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| 69 | else | 
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| 70 | { | 
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| 71 | desired_place.r = Vector (0,0,0); | 
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| 72 | desired_place.w = Quaternion (); | 
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| 73 | } | 
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| 74 | } | 
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| 75 |  | 
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| 76 | /** | 
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| 77 | \brief initialize rendering perspective according to this camera | 
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| 78 |  | 
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| 79 | This is called immediately before the a rendering cycle starts, it sets all global rendering options as | 
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| 80 | well as the GL_PROJECTION matrix according to the camera. | 
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| 81 | */ | 
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| 82 | void Camera::apply () | 
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| 83 | { | 
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| 84 | glMatrixMode (GL_PROJECTION); | 
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| 85 | glLoadIdentity (); | 
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| 86 | // view | 
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| 87 | // TO DO: implement options for frustum generation | 
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| 88 | glFrustum( -1.0,1.0,-1.0,1.0,1.5,250.0); | 
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| 89 | //Vector up(0,0,1); | 
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| 90 | //Vector dir(1,0,0); | 
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| 91 | //Quaternion q(dir,up); | 
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| 92 | //float matrix[4][4]; | 
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| 93 | //q.conjugate().matrix (matrix); | 
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| 94 | //glMultMatrixf ((float*)matrix); | 
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| 95 | //glTranslatef (10,0,-5); | 
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| 96 | // | 
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| 97 | //dir = Vector(-1,-1,0); | 
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| 98 | //q = Quaternion( dir, up); | 
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| 99 | //glMatrixMode (GL_MODELVIEW); | 
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| 100 | //glLoadIdentity (); | 
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| 101 | //q.matrix (matrix); | 
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| 102 | //glMultMatrixf ((float*)matrix); | 
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| 103 | //glTranslatef (2,2,0); | 
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| 104 | // | 
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| 105 | //glBegin(GL_TRIANGLES); | 
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| 106 | //glColor3f(1,0,0); | 
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| 107 | //glVertex3f(0,0,0.5); | 
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| 108 | //glColor3f(0,1,0); | 
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| 109 | //glVertex3f(-0.5,0,-1); | 
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| 110 | //glColor3f(0,0,1); | 
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| 111 | //glVertex3f(0.5,0,-1); | 
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| 112 | //glEnd(); | 
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| 113 |  | 
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| 114 | // rotation | 
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| 115 | float matrix[4][4]; | 
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| 116 | actual_place.w.conjugate().matrix (matrix); | 
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| 117 | glMultMatrixf ((float*)matrix); | 
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| 118 | // translation | 
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| 119 | glTranslatef (-actual_place.r.x, -actual_place.r.y,- actual_place.r.z); | 
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| 120 |  | 
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| 121 | glMatrixMode (GL_MODELVIEW); | 
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| 122 | glLoadIdentity (); | 
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| 123 |  | 
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| 124 | printf("Camera@%f/%f/%f\n",actual_place.r.x,actual_place.r.y,actual_place.r.z); | 
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| 125 | Vector unique(1,0,0); | 
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| 126 | Vector test = actual_place.w.apply (unique); | 
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| 127 | printf("Camera&%f/%f/%f\n", test.x, test.y, test.z); | 
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| 128 | } | 
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| 129 |  | 
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| 130 | /** | 
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| 131 | \brief set the camera position | 
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| 132 | \param plc: The Placement to set the camera to | 
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| 133 |  | 
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| 134 | This will set the actual and desired placement of the camera to plc | 
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| 135 | */ | 
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| 136 | void Camera::jump (Placement* plc = NULL) | 
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| 137 | { | 
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| 138 | if( plc == NULL) | 
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| 139 | { | 
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| 140 | actual_place = desired_place; | 
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| 141 | } | 
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| 142 | else | 
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| 143 | { | 
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| 144 | desired_place = *plc; | 
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| 145 | actual_place = *plc; | 
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| 146 | } | 
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| 147 | } | 
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| 148 |  | 
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| 149 | /** | 
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| 150 | \brief bind the camera to an entity | 
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| 151 | \param entity: The enitity to bind the camera to | 
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| 152 |  | 
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| 153 | This sets the focus of the camera to the given entity. This means that it will use the given WorldEntity's | 
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| 154 | Location and get_lookat() to determine the viewpoint the camera will render from. | 
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| 155 | Note that you cannot bind a camera to a free entity. | 
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| 156 | */ | 
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| 157 | void Camera::bind (WorldEntity* entity) | 
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| 158 | { | 
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| 159 | if( entity != NULL) | 
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| 160 | { | 
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| 161 | if( entity->isFree ()) printf("Cannot bind camera to free entity"); | 
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| 162 | else bound = entity; | 
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| 163 | } | 
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| 164 | } | 
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