📄 oasiscamerasystem.cpp
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/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/*****************************************************************************
* FILENAME : oasisCameraSystem.cpp
* DESCRIPTION : Camera system
* AUTHOR : Zephie Greyvenstein
****************************************************************************/
#include "oasisCameraSystem.h"
#include "oasisGraphicsSystem.h"
#include "oasisConvert.h"
#include "oasisException.h"
#include "oasisObject.h"
#include "oasisConfiguration.h"
#include "oasisSoundSystem.h"
#include "OgreCamera.h"
#include "OgreProfiler.h"
#include "OgreAnimation.h"
#include "OgreAnimationState.h"
#include "OgreSceneManager.h"
#include "OgreAnimationTrack.h"
#include "OgreKeyFrame.h"
namespace Oasis {
template< > cameraSystem *singleton< cameraSystem >::singletonPtr = 0;
cameraSystem::cameraSystem( ) : system( "Camera" ) {
// Grab the camera handle
camera = graphicsSystem::get( ).getCamera( );
// Default to fixed yaw axis
setFixedYawAxis( true );
// We are not a sound listener
listener = false;
}
cameraSystem::~cameraSystem( ) {
// Forget the camera handle
camera = NULL;
}
cameraSystem &cameraSystem::get( void ) {
return singleton< cameraSystem >::get( );
}
cameraSystem *cameraSystem::getPtr( void ) {
return singleton< cameraSystem >::getPtr( );
}
void cameraSystem::reset( void ) {
setPosition( vector3::ZERO );
setDirection( vector3::UNITZ );
}
void cameraSystem::update( real time ) {
}
void cameraSystem::setSoundListener( bool isListener ) {
listener = isListener;
}
void cameraSystem::setDirection( real x, real y, real z ) {
setDirection( vector3( x, y, z ) );
}
void cameraSystem::setDirection( const vector3 &newDirection ) {
camera->setDirection( convert::toOgreVector3( newDirection ) );
orientation = convert::parseQuaternion( camera->getOrientation( ) );
_updateSoundListener( );
}
void cameraSystem::lookAt( const object *target ) {
lookAt( target->getPosition( ) );
}
void cameraSystem::lookAt( real x, real y, real z ) {
lookAt( vector3( x, y, z ) );
}
void cameraSystem::lookAt( const vector3 &target ) {
camera->lookAt( convert::toOgreVector3( target ) );
orientation = convert::parseQuaternion( camera->getOrientation( ) );
_updateSoundListener( );
}
void cameraSystem::roll( real degrees ) {
camera->roll( degrees );
orientation = convert::parseQuaternion( camera->getOrientation( ) );
_updateSoundListener( );
}
void cameraSystem::yaw( real degrees ) {
camera->yaw( degrees );
orientation = convert::parseQuaternion( camera->getOrientation( ) );
_updateSoundListener( );
}
void cameraSystem::pitch( real degrees ) {
camera->pitch( degrees );
orientation = convert::parseQuaternion( camera->getOrientation( ) );
_updateSoundListener( );
}
void cameraSystem::setFixedYawAxis( bool newState, const vector3 &axis ) {
camera->setFixedYawAxis( newState, convert::toOgreVector3( axis ) );
}
void cameraSystem::_updateSoundListener( void ) {
if ( !listener ) {
return;
}
// Up
Ogre::Vector3 up = camera->getDerivedOrientation( ) *
Ogre::Vector3::UNIT_Y;
soundSystem::get( ).
setListenerPosition( position,
convert::parseVector3( camera->getDirection( ) ),
convert::parseVector3( up ) );
}
void cameraSystem::_updatePosition( void ) {
camera->setPosition( convert::toOgreVector3( position ) );
_updateSoundListener( );
}
void cameraSystem::_updateOrientation( void ) {
camera->setOrientation( convert::toOgreQuaternion( orientation ) );
_updateSoundListener( );
}
}
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