| [3280] | 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 (World* world) | 
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 | 30 | { | 
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 | 31 |   this->world = world; | 
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 | 32 |   bound = NULL; | 
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 | 33 |   /* give it some physical live */ | 
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 | 34 |   m = 10; | 
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 | 35 |   a = new Vector(0.0, 0.0, 0.0); | 
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 | 36 |   v = new Vector(0.0, 0.0, 0.0); | 
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 | 37 |   fs = new Vector(0.0, 0.0, 0.0); | 
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 | 38 |   cameraMode = NORMAL; | 
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 | 39 |   deltaTime = 3000.0; | 
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 | 40 |   cameraOffset = 1.0; | 
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 | 41 |   cameraOffsetZ = 10.0; | 
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 | 42 |   t = 0.0; | 
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 | 43 |  | 
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 | 44 |   actual_place.r.x = 0.0; | 
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 | 45 |   actual_place.r.y = 10.0; | 
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 | 46 |   actual_place.r.z = -5.0; | 
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 | 47 | } | 
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 | 48 |  | 
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 | 49 | /** | 
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 | 50 |    \brief default destructor | 
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 | 51 | */ | 
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 | 52 | Camera::~Camera () | 
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 | 53 | { | 
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 | 54 | } | 
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 | 55 |  | 
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 | 56 | /** | 
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 | 57 |    \brief time based actualisation of camera parameters | 
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 | 58 |    \param deltaT: The amount of time that has passed in milliseconds | 
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 | 59 |     | 
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 | 60 |    This is called by the World in every time_slice, use it to do fancy time dependant effects (such  | 
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 | 61 |    as smooth camera movement or swaying). | 
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 | 62 | */ | 
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 | 63 | void Camera::time_slice (Uint32 deltaT) | 
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 | 64 | { | 
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 | 65 |   if(t <= deltaTime) | 
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 | 66 |     {t += deltaT;} | 
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 | 67 |   //printf("time is: t=%f\n", t ); | 
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 | 68 |   update_desired_place (); | 
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 | 69 |   jump (NULL); | 
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 | 70 | } | 
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 | 71 |  | 
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 | 72 | /** | 
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 | 73 |    \brief this calculates the location where the track wants the camera to be | 
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 | 74 |     | 
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 | 75 |    This refreshes the placement the camera should have according to the  | 
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 | 76 |    bound entity's position on the track. | 
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 | 77 | */ | 
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 | 78 | void Camera::update_desired_place () | 
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 | 79 | { | 
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 | 80 |   switch(cameraMode) | 
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 | 81 |     { | 
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 | 82 |        | 
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 | 83 |     case ELLIPTICAL: | 
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 | 84 |       { | 
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 | 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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 | 91 |             bound->get_lookat (&lookat); | 
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 | 92 |             orx->get_world()->calc_camera_pos (&lookat, &plFocus); | 
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 | 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 = /*actual_place.r*/ *start - plFocus.r; | 
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 | 98 |                 r = *(new Vector(0.0, 5.0, 0.0)); | 
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 | 99 |  | 
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 | 100 |                 Vector up(0.0, 0.0, 1.0); | 
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 | 101 |                  | 
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 | 102 |                 Vector op(1.0, 0.0, 0.0); | 
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 | 103 |                 float angle = angle_deg(op, *start); | 
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 | 104 |                 printf("angle is: %f\n", angle); | 
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 | 105 |  | 
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 | 106 |                 //if in one plane | 
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 | 107 |                 from = new Quaternion(angle, up); | 
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 | 108 |  | 
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 | 109 |                 //from = new Quaternion(*start, *up); | 
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 | 110 |                 //&from = &plFocus.w; | 
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 | 111 |                 //fr = &plFocus.w; real quaternion use | 
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 | 112 |                  | 
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 | 113 |  | 
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 | 114 |  | 
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 | 115 |                 Vector vDirection(1.0, 0.0, 0.0); | 
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 | 116 |                 //vDirection = plFocus.w.apply(vDirection); | 
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 | 117 |                 to = new Quaternion(vDirection, *start); | 
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 | 118 |                 res = new Quaternion(); | 
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 | 119 |               } | 
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 | 120 |             //printf("vector r = %f, %f, %f\n",r.x, r.y, r.z ); | 
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 | 121 |             rAbs = r.len(); | 
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 | 122 |             if(t < 30.0) /* FIXME!!*/ | 
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 | 123 |               { | 
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 | 124 |                 ka = rAbs / deltaTime*deltaTime; | 
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 | 125 |               } | 
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 | 126 |             /* this is the new length of the vector */ | 
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 | 127 |             //float len = ka * powf((deltaTime - t), 2); | 
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 | 128 |              | 
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 | 129 |             /* calc the rotation */ | 
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 | 130 |             /* | 
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 | 131 |             Vector axis(0.0, 0.0, 1.0); | 
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 | 132 |             if(t < 30.0) | 
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 | 133 |               a0 = PI/4 - atanf(fabs(r.x) / fabs(r.y)); | 
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 | 134 |             printf("a0 = %f\n", a0); | 
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 | 135 |             float angle = a0/deltaTime * (deltaTime - t); | 
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 | 136 |             printf("angle is: %f\n", angle); | 
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 | 137 |             Quaternion q(angle, axis); | 
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 | 138 |             */ | 
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 | 139 |             //r = q.apply(r); | 
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 | 140 |             //r = r * (len/r.len()); | 
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 | 141 |              | 
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 | 142 |             //res->quatSlerp(from, to, t/deltaTime, res); | 
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 | 143 |             res->quatSlerp(to, from, t/deltaTime, res); | 
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 | 144 |  | 
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 | 145 |             Vector ursp(0.0, 0.0, 0.0); | 
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 | 146 |             desired_place.r = /*plFocus.r -*/ ursp - res->apply(r);  | 
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 | 147 |  | 
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 | 148 |             printf("desired place is: %f, %f, %f\n", desired_place.r.x, desired_place.r.y, desired_place.r.z); | 
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 | 149 |             //plLastBPlace = *bound->get_placement(); | 
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 | 150 |           }  | 
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 | 151 |       } | 
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 | 152 |       break; | 
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 | 153 |     case SMOTH_FOLLOW: | 
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 | 154 |       { | 
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 | 155 |         Placement *plBound = bound->get_placement(); | 
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 | 156 |         Location lcBound; | 
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 | 157 |         if(bound != null) | 
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 | 158 |           { | 
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 | 159 |             bound->get_lookat(&lcBound); | 
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 | 160 |             Vector vDirection(0.0, 0.0, 1.0); | 
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 | 161 |             vDirection = plBound->w.apply(vDirection); | 
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 | 162 |             desired_place.r = (vDirection * ((lcBound.dist-10.0)/* / l*/)) + Vector(0,0,5.0); | 
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 | 163 |           } | 
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 | 164 |         break; | 
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 | 165 |       } | 
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 | 166 |       /* this is a camera mode that tries just to follow the entity. */ | 
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 | 167 |     case STICKY: | 
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 | 168 |       { | 
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 | 169 |         if(bound != null) | 
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 | 170 |           { | 
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 | 171 |             Placement *plBound = bound->get_placement(); | 
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 | 172 |             Vector vDirection(0.0, 0.0, 1.0); | 
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 | 173 |             Vector eclipticOffset(0.0, 0.0, 5.0); | 
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 | 174 |             vDirection = plBound->w.apply(vDirection); | 
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 | 175 |             desired_place.r = plBound->r - vDirection*10 + eclipticOffset; | 
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 | 176 |           } | 
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 | 177 |         break; | 
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 | 178 |       } | 
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 | 179 |       /* the camera is handled like an entity and rolls on the track */ | 
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 | 180 |     case NORMAL: | 
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 | 181 |       Location lookat;   | 
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 | 182 |       if( bound != NULL && world != NULL ) | 
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 | 183 |         { | 
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 | 184 |           bound->get_lookat (&lookat); | 
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 | 185 |           world->calc_camera_pos (&lookat, &desired_place); | 
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 | 186 |         }  | 
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 | 187 |       else | 
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 | 188 |         { | 
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 | 189 |           desired_place.r = Vector (0,0,0); | 
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 | 190 |           desired_place.w = Quaternion ();  | 
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 | 191 |         } | 
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 | 192 |       break; | 
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 | 193 |     } | 
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 | 194 | } | 
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 | 195 |  | 
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 | 196 | /** | 
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 | 197 |    \brief initialize rendering perspective according to this camera | 
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 | 198 |     | 
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 | 199 |    This is called immediately before the rendering cycle starts, it sets all global | 
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 | 200 |    rendering options as well as the GL_PROJECTION matrix according to the camera. | 
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 | 201 | */ | 
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 | 202 | void Camera::apply () | 
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 | 203 | { | 
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 | 204 |   glMatrixMode (GL_PROJECTION); | 
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 | 205 |   glLoadIdentity (); | 
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 | 206 |   // view | 
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 | 207 |   // TO DO: implement options for frustum generation | 
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 | 208 |   glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 250.0); | 
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 | 209 |   //Vector up(0,0,1); | 
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 | 210 |   //Vector dir(1,0,0); | 
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 | 211 |   //Quaternion q(dir,up); | 
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 | 212 |   //float matrix[4][4]; | 
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 | 213 |   //q.conjugate().matrix (matrix); | 
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 | 214 |   //glMultMatrixf ((float*)matrix); | 
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 | 215 |   //glTranslatef (10,0,-5); | 
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 | 216 |   // | 
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 | 217 |   //dir = Vector(-1,-1,0); | 
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 | 218 |   //q = Quaternion( dir, up); | 
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 | 219 |   //glMatrixMode (GL_MODELVIEW); | 
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 | 220 |   //glLoadIdentity (); | 
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 | 221 |   //q.matrix (matrix); | 
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 | 222 |   //glMultMatrixf ((float*)matrix); | 
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 | 223 |   //glTranslatef (2,2,0); | 
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 | 224 |   // | 
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 | 225 |   //glBegin(GL_TRIANGLES); | 
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 | 226 |   //glColor3f(1,0,0); | 
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 | 227 |   //glVertex3f(0,0,0.5); | 
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 | 228 |   //glColor3f(0,1,0); | 
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 | 229 |   //glVertex3f(-0.5,0,-1); | 
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 | 230 |   //glColor3f(0,0,1); | 
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 | 231 |   //glVertex3f(0.5,0,-1); | 
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 | 232 |   //glEnd();     | 
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 | 233 |  | 
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 | 234 |   // ===== first camera control calculation option | 
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 | 235 |   // rotation | 
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 | 236 |   float matrix[4][4]; | 
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 | 237 |   actual_place.w.conjugate().matrix (matrix); | 
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 | 238 |   /* orientation and */ | 
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 | 239 |   glMultMatrixf ((float*)matrix); | 
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 | 240 |   /*  translation */ | 
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 | 241 |   glTranslatef (-actual_place.r.x, -actual_place.r.y,- actual_place.r.z); | 
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 | 242 |   //Placement *plBound = bound->get_placement(); | 
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 | 243 |  | 
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 | 244 |   // ===== second camera control calculation option | 
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 | 245 |   /* | 
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 | 246 |     gluLookAt(actual_place.r.x, actual_place.r.y, actual_place.r.z,  | 
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 | 247 |               plBound->r.x, plBound->r.y, plBound->r.z, | 
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 | 248 |               0.0, 0.0, 1.0); | 
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 | 249 |   */ | 
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 | 250 |  | 
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 | 251 |   glMatrixMode (GL_MODELVIEW); | 
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 | 252 |   glLoadIdentity (); | 
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 | 253 | } | 
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 | 254 |  | 
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 | 255 | /** | 
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 | 256 |   \brief set the camera position | 
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 | 257 |   \param plc: The Placement to set the camera to  | 
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 | 258 |          | 
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 | 259 |         This will set the actual and desired placement of the camera to plc | 
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 | 260 | */ | 
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 | 261 | void Camera::jump (Placement* plc = NULL) | 
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 | 262 | { | 
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 | 263 |   if( plc == NULL) | 
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 | 264 |     { | 
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 | 265 |       actual_place = desired_place; | 
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 | 266 |       //printf("Camera|jump: camer@ %f, %f, %f\n\n", actual_place.r.x, actual_place.r.y, actual_place.r.z); | 
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 | 267 |     } | 
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 | 268 |   else | 
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 | 269 |     { | 
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 | 270 |       desired_place = *plc; | 
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 | 271 |       actual_place = *plc; | 
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 | 272 |     } | 
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 | 273 | } | 
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 | 274 |  | 
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 | 275 | /** | 
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 | 276 |   \brief bind the camera to an entity | 
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 | 277 |   \param entity: The enitity to bind the camera to | 
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 | 278 |          | 
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 | 279 |         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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 | 280 |         Location and get_lookat() to determine the viewpoint the camera will render from. | 
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 | 281 |         Note that you cannot bind a camera to a free entity. | 
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 | 282 | */ | 
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 | 283 | void Camera::bind (WorldEntity* entity) | 
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 | 284 | { | 
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 | 285 |   if( entity != NULL) | 
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 | 286 |     { | 
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 | 287 |       if( entity->isFree ()) printf("Cannot bind camera to free entity"); | 
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 | 288 |       else  | 
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 | 289 |         { | 
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 | 290 |           bound = entity; | 
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 | 291 |         } | 
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 | 292 |     }  | 
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 | 293 | } | 
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 | 294 |  | 
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 | 295 |  | 
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 | 296 | void Camera::setWorld(World* world) | 
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 | 297 | { | 
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 | 298 |   this->world = world; | 
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 | 299 | } | 
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