| [2068] | 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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| [2080] | 14 |    main-programmer: Christian Meyer | 
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| [2068] | 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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| [2100] | 19 | #include "world.h" | 
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 | 20 | #include "world_entity.h" | 
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| [2068] | 21 |  | 
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 | 22 | using namespace std; | 
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 | 23 |  | 
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| [2096] | 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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| [2636] | 29 | Camera::Camera (World* world) | 
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| [2068] | 30 | { | 
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| [2636] | 31 |   this->world = world; | 
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| [3215] | 32 |   this->bound = NULL; | 
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| [2551] | 33 |   /* give it some physical live */ | 
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| [3215] | 34 |   this->m = 10; | 
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 | 35 |   this->a = new Vector(0.0, 0.0, 0.0); | 
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 | 36 |   this->v = new Vector(0.0, 0.0, 0.0); | 
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 | 37 |   this->fs = new Vector(0.0, 0.0, 0.0); | 
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 | 38 |   this->cameraMode = NORMAL; | 
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 | 39 |   this->deltaTime = 3000.0; | 
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 | 40 |   this->cameraOffset = 1.0; | 
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 | 41 |   this->cameraOffsetZ = 10.0; | 
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 | 42 |   this->t = 0.0; | 
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| [2551] | 43 |  | 
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| [3365] | 44 |  | 
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 | 45 |   this->setDrawable (false); | 
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| [2068] | 46 | } | 
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 | 47 |  | 
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| [2096] | 48 | /** | 
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 | 49 |    \brief default destructor | 
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 | 50 | */ | 
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| [2068] | 51 | Camera::~Camera () | 
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 | 52 | { | 
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 | 53 | } | 
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 | 54 |  | 
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| [2096] | 55 | /** | 
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 | 56 |    \brief time based actualisation of camera parameters | 
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 | 57 |    \param deltaT: The amount of time that has passed in milliseconds | 
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 | 58 |     | 
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 | 59 |    This is called by the World in every time_slice, use it to do fancy time dependant effects (such  | 
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 | 60 |    as smooth camera movement or swaying). | 
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 | 61 | */ | 
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| [3225] | 62 | void Camera::timeSlice (Uint32 deltaT) | 
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| [2068] | 63 | { | 
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| [3215] | 64 |   if( this->t <= deltaTime) | 
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 | 65 |     {this->t += deltaT;} | 
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| [2551] | 66 |   //printf("time is: t=%f\n", t ); | 
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| [3236] | 67 |   updateDesiredPlace(); | 
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| [3365] | 68 |   //jump(NULL); | 
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| [2068] | 69 | } | 
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 | 70 |  | 
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| [2096] | 71 | /** | 
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| [2551] | 72 |    \brief this calculates the location where the track wants the camera to be | 
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| [2096] | 73 |     | 
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| [2551] | 74 |    This refreshes the placement the camera should have according to the  | 
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 | 75 |    bound entity's position on the track. | 
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| [2096] | 76 | */ | 
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| [3228] | 77 | void Camera::updateDesiredPlace () | 
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| [2068] | 78 | { | 
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| [2551] | 79 |   switch(cameraMode) | 
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 | 80 |     { | 
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 | 81 |        | 
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 | 82 |     case ELLIPTICAL: | 
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 | 83 |       { | 
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| [3365] | 84 |         /* | 
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| [2551] | 85 |         //r = actual_place.r  | 
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 | 86 |         Orxonox *orx = Orxonox::getInstance(); | 
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 | 87 |         Location lookat;   | 
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 | 88 |         Placement plFocus; | 
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 | 89 |         if( bound != NULL) | 
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 | 90 |           { | 
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| [3236] | 91 |             bound->getLookat (&lookat); | 
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| [3228] | 92 |             orx->getWorld()->calcCameraPos (&lookat, &plFocus); | 
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| [2551] | 93 |             Quaternion *fr; | 
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 | 94 |             if(t < 20.0) | 
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 | 95 |               { | 
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 | 96 |                 Vector *start = new Vector(0.0, 1.0, 0.0); | 
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 | 97 |                 r = *(new Vector(0.0, 5.0, 0.0)); | 
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 | 98 |  | 
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 | 99 |                 Vector up(0.0, 0.0, 1.0); | 
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| [2068] | 100 |                  | 
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| [2551] | 101 |                 Vector op(1.0, 0.0, 0.0); | 
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| [3228] | 102 |                 float angle = angleDeg(op, *start); | 
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| [2551] | 103 |                 printf("angle is: %f\n", angle); | 
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 | 104 |  | 
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 | 105 |                 //if in one plane | 
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 | 106 |                 from = new Quaternion(angle, up); | 
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 | 107 |  | 
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 | 108 |                 //from = new Quaternion(*start, *up); | 
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 | 109 |                 //&from = &plFocus.w; | 
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 | 110 |                 //fr = &plFocus.w; real quaternion use | 
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 | 111 |                  | 
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 | 112 |  | 
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 | 113 |  | 
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 | 114 |                 Vector vDirection(1.0, 0.0, 0.0); | 
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 | 115 |                 //vDirection = plFocus.w.apply(vDirection); | 
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 | 116 |                 to = new Quaternion(vDirection, *start); | 
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 | 117 |                 res = new Quaternion(); | 
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 | 118 |               } | 
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 | 119 |             //printf("vector r = %f, %f, %f\n",r.x, r.y, r.z ); | 
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 | 120 |             rAbs = r.len(); | 
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| [3365] | 121 |             if(t < 30) | 
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| [2551] | 122 |               { | 
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 | 123 |                 ka = rAbs / deltaTime*deltaTime; | 
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 | 124 |               } | 
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| [3365] | 125 |  | 
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| [2551] | 126 |             res->quatSlerp(to, from, t/deltaTime, res); | 
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 | 127 |  | 
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 | 128 |             Vector ursp(0.0, 0.0, 0.0); | 
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| [3365] | 129 |             desiredPlace.r =  ursp - res->apply(r);  | 
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| [2551] | 130 |  | 
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| [3228] | 131 |             printf("desired place is: %f, %f, %f\n", desiredPlace.r.x, desiredPlace.r.y, desiredPlace.r.z); | 
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| [2551] | 132 |             //plLastBPlace = *bound->get_placement(); | 
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| [3365] | 133 |              | 
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| [2551] | 134 |           }  | 
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| [3365] | 135 |       */ | 
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| [2551] | 136 |       } | 
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 | 137 |       break; | 
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 | 138 |     case SMOTH_FOLLOW: | 
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 | 139 |       { | 
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| [3365] | 140 |         /* | 
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| [3228] | 141 |         Placement *plBound = bound->getPlacement(); | 
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| [2551] | 142 |         Location lcBound; | 
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 | 143 |         if(bound != null) | 
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 | 144 |           { | 
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| [3228] | 145 |             bound->getLookat(&lcBound); | 
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| [2551] | 146 |             Vector vDirection(0.0, 0.0, 1.0); | 
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 | 147 |             vDirection = plBound->w.apply(vDirection); | 
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| [3365] | 148 |             desiredPlace.r = (vDirection * ((lcBound.dist-10.0))) + Vector(0,0,5.0); | 
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| [2551] | 149 |           } | 
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| [3365] | 150 |         */ | 
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| [2551] | 151 |         break; | 
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 | 152 |       } | 
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 | 153 |       /* this is a camera mode that tries just to follow the entity. */ | 
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 | 154 |     case STICKY: | 
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 | 155 |       { | 
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| [3365] | 156 |         /* | 
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| [2551] | 157 |         if(bound != null) | 
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 | 158 |           { | 
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| [3236] | 159 |             Placement *plBound = bound->getPlacement(); | 
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| [2551] | 160 |             Vector vDirection(0.0, 0.0, 1.0); | 
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 | 161 |             Vector eclipticOffset(0.0, 0.0, 5.0); | 
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 | 162 |             vDirection = plBound->w.apply(vDirection); | 
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| [3228] | 163 |             desiredPlace.r = plBound->r - vDirection*10 + eclipticOffset; | 
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| [2551] | 164 |           } | 
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| [3365] | 165 |         */ | 
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| [2551] | 166 |         break; | 
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 | 167 |       } | 
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 | 168 |       /* the camera is handled like an entity and rolls on the track */ | 
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 | 169 |     case NORMAL: | 
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| [2636] | 170 |       if( bound != NULL && world != NULL ) | 
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| [2551] | 171 |         { | 
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| [3365] | 172 |           //FIXME: camera should be made via relative coordinates | 
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| [3401] | 173 |           Vector* cameraOffset = new Vector (-15,8, 0); | 
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| [3365] | 174 |           this->setRelCoor (cameraOffset); | 
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| [2551] | 175 |         }  | 
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 | 176 |       else | 
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 | 177 |         { | 
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| [3365] | 178 |           /* | 
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| [3228] | 179 |           desiredPlace.r = Vector (0,0,0); | 
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 | 180 |           desiredPlace.w = Quaternion ();  | 
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| [3365] | 181 |           */ | 
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| [2551] | 182 |         } | 
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 | 183 |       break; | 
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 | 184 |     } | 
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| [2068] | 185 | } | 
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 | 186 |  | 
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| [2096] | 187 | /** | 
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| [2551] | 188 |    \brief initialize rendering perspective according to this camera | 
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| [2096] | 189 |     | 
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| [2551] | 190 |    This is called immediately before the rendering cycle starts, it sets all global | 
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 | 191 |    rendering options as well as the GL_PROJECTION matrix according to the camera. | 
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| [2096] | 192 | */ | 
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| [2068] | 193 | void Camera::apply () | 
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 | 194 | { | 
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| [2551] | 195 |   glMatrixMode (GL_PROJECTION); | 
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| [2112] | 196 |   glLoadIdentity (); | 
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| [2551] | 197 |   // view | 
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 | 198 |   // TO DO: implement options for frustum generation | 
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| [3175] | 199 |   //glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0); | 
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 | 200 |   gluPerspective(60, 1.2f, 0.1, 250); | 
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 | 201 |    | 
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| [2551] | 202 |   //Vector up(0,0,1); | 
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 | 203 |   //Vector dir(1,0,0); | 
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 | 204 |   //Quaternion q(dir,up); | 
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 | 205 |   //float matrix[4][4]; | 
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 | 206 |   //q.conjugate().matrix (matrix); | 
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 | 207 |   //glMultMatrixf ((float*)matrix); | 
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 | 208 |   //glTranslatef (10,0,-5); | 
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 | 209 |   // | 
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 | 210 |   //dir = Vector(-1,-1,0); | 
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 | 211 |   //q = Quaternion( dir, up); | 
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 | 212 |   //glMatrixMode (GL_MODELVIEW); | 
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 | 213 |   //glLoadIdentity (); | 
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 | 214 |   //q.matrix (matrix); | 
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 | 215 |   //glMultMatrixf ((float*)matrix); | 
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 | 216 |   //glTranslatef (2,2,0); | 
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 | 217 |   // | 
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 | 218 |   //glBegin(GL_TRIANGLES); | 
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 | 219 |   //glColor3f(1,0,0); | 
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 | 220 |   //glVertex3f(0,0,0.5); | 
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 | 221 |   //glColor3f(0,1,0); | 
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 | 222 |   //glVertex3f(-0.5,0,-1); | 
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 | 223 |   //glColor3f(0,0,1); | 
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 | 224 |   //glVertex3f(0.5,0,-1); | 
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 | 225 |   //glEnd();     | 
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| [2115] | 226 |  | 
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| [2551] | 227 |   // ===== first camera control calculation option | 
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 | 228 |   // rotation | 
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| [2112] | 229 |   float matrix[4][4]; | 
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| [3365] | 230 |   //this->absDirection.conjugate().matrix (matrix); | 
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| [2551] | 231 |   /* orientation and */ | 
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| [3365] | 232 |   //glMultMatrixf ((float*)matrix); | 
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 | 233 |  | 
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| [2551] | 234 |   /*  translation */ | 
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| [3365] | 235 |   //glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z ); | 
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| [2551] | 236 |  | 
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| [3365] | 237 |  | 
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| [2551] | 238 |   // ===== second camera control calculation option | 
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| [3365] | 239 |    | 
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 | 240 |   gluLookAt(this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z,  | 
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 | 241 |             this->parent->getAbsCoor ().x, this->parent->getAbsCoor ().y, this->parent->getAbsCoor ().z, | 
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 | 242 |             0.0, 1.0, 0.0); | 
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 | 243 |    | 
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| [2551] | 244 |  | 
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| [2068] | 245 |   glMatrixMode (GL_MODELVIEW); | 
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| [2080] | 246 |   glLoadIdentity (); | 
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| [2068] | 247 | } | 
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 | 248 |  | 
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 | 249 |  | 
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| [3365] | 250 |  | 
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| [2096] | 251 | /** | 
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 | 252 |   \brief bind the camera to an entity | 
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 | 253 |   \param entity: The enitity to bind the camera to | 
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 | 254 |          | 
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| [3213] | 255 |   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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 | 256 |   Location and get_lookat() to determine the viewpoint the camera will render from. | 
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 | 257 |   Note that you cannot bind a camera to a free entity. | 
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| [2096] | 258 | */ | 
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| [2068] | 259 | void Camera::bind (WorldEntity* entity) | 
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 | 260 | { | 
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| [2551] | 261 |   if( entity != NULL) | 
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 | 262 |     { | 
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| [3213] | 263 |       if( entity->isFree()) printf("Cannot bind camera to free entity"); | 
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| [2551] | 264 |       else  | 
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| [2080] | 265 |         { | 
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| [3213] | 266 |           this->bound = entity; | 
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| [2551] | 267 |         } | 
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 | 268 |     }  | 
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| [2068] | 269 | } | 
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| [2636] | 270 |  | 
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 | 271 |  | 
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 | 272 | void Camera::setWorld(World* world) | 
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 | 273 | { | 
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 | 274 |   this->world = world; | 
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 | 275 | } | 
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| [3213] | 276 |  | 
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 | 277 |  | 
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 | 278 | /** | 
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 | 279 |    \brief destroy, reset the camera so that it doesn't perform anything anymore | 
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 | 280 |  | 
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 | 281 | */ | 
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 | 282 | void Camera::destroy() | 
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 | 283 | { | 
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 | 284 |   this->bound = NULL; | 
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 | 285 |   this->world = NULL; | 
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 | 286 | } | 
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