[Change] More rotating frame work. Looks pretty nice now..
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5f51ee9cb1
commit
a66869c16f
16
src/main.cpp
16
src/main.cpp
@ -195,22 +195,22 @@ void L3D::MainLoop(void) {
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const float zpos = EARTH_RADIUS * 1;
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Frame* pframe = *(Space::rootFrame->m_children.begin());
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Frame* stationFrame = new Frame(pframe, "Station frame..");
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stationFrame->SetRadius(5000);
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stationFrame->sBody = 0;
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stationFrame->SetPosition(vector3d(0, 0, zpos));
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stationFrame->SetAngVelocity(vector3d(0,0,0.5));
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for(int i = 0; i < 4; i++) {
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Ship* body = new Ship(ShipType::SLEEK/*LADYBIRD*/);
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char buf[64];
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snprintf(buf, sizeof(buf), "X%c-0%02d", "A"+i, i);
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body->SetLabel(buf);
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body->SetFrame(pframe);
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body->SetPosition(vector3d(i*2000, zpos*0.1, zpos+1000));
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body->SetFrame(stationFrame);
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body->SetPosition(vector3d(200*(i+1), 0, 2000));
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Space::AddBody(body);
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}
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Frame* stationFrame = new Frame(pframe, "Station frame...");
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stationFrame->SetRadius(5000);
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stationFrame->sBody = 0;
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stationFrame->SetPosition(vector3d(0,0,zpos));
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stationFrame->SetAngVelocity(vector3d(0,0,0.5));
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SpaceStation* station = new SpaceStation();
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station->SetLabel("Poemi-chan's Folly");
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station->SetFrame(stationFrame);
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@ -100,22 +100,18 @@ void ModelBody::GetRotMatrix(matrix4x4d& m) {
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m.LoadFromOdeMatrix(dGeomGetRotation(geoms[0]));
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}
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void ModelBody::ViewingRotation(void) {
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matrix4x4d m;
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GetRotMatrix(m);
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m = m.InverseOf();
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glMultMatrixd(&m[0]);
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}
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void ModelBody::TransformToModelCoords(const Frame* camFrame) {
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vector3d fpos = GetPositionRelTo(camFrame);
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const vector3d pos = GetPosition();
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const dReal* r = dGeomGetRotation(geoms[0]);
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matrix4x4d m;
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Frame::GetFrameTransform(GetFrame(), camFrame, m);
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glMultMatrixd(&m[0]);
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m[ 0] = r[ 0]; m[ 1] = r[ 4]; m[ 2] = r[ 8]; m[ 3] = 0;
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m[ 4] = r[ 1]; m[ 5] = r[ 5]; m[ 6] = r[ 9]; m[ 7] = 0;
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m[ 8] = r[ 2]; m[ 9] = r[ 6]; m[10] = r[10]; m[11] = 0;
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m[12] = fpos.x; m[13] = fpos.y; m[14] = fpos.z; m[15] = 1;
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m[12] = pos.x; m[13] = pos.y; m[14] = pos.z; m[15] = 1;
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glMultMatrixd(&m[0]);
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}
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@ -172,11 +168,12 @@ void ModelBody::RenderSbreModel(const Frame* camFrame, int model, ObjParams* par
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Frame::GetFrameTransform(GetFrame(), camFrame, frameTrans);
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vector3d pos = GetPosition();
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pos = L3D::world_view->viewingRotation * frameTrans * pos;
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pos = frameTrans * pos;
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Vector p; p.x = pos.x; p.y = pos.y; p.z = -pos.z;
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matrix4x4d rot;
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rot.LoadFromOdeMatrix(dGeomGetRotation(geoms[0]));
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rot = L3D::world_view->viewingRotation * frameTrans * rot;
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frameTrans.ClearToRotOnly();
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rot = frameTrans * rot;
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Matrix m;
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m.x1 = rot[0]; m.x2 = rot[4]; m.x3 = -rot[8];
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m.y1 = rot[1]; m.y2 = rot[5]; m.y3 = -rot[9];
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@ -17,7 +17,6 @@ public:
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vector3d GetPosition(void);
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virtual double GetRadius(void) const;
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void TransformToModelCoords(const Frame* camFrame);
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void ViewingRotation(void);
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void GetRotMatrix(matrix4x4d& m);
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virtual void SetFrame(Frame* f);
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void GeomsSetBody(dBodyID body);
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@ -7,7 +7,6 @@
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ObjectViewerView::ObjectViewerView(void) : View() {
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SetTransparency(true);
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viewingRotation = matrix4x4d::Identity();
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viewingDist = 1000.0f;
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m_infoLabel = new Gui::Label("");
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@ -26,27 +25,18 @@ void ObjectViewerView::Draw3D(void) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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vector3d pos = vector3d(0, 0, viewingDist);
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//p = matrix4x4d::RotateXMatrix(-DEG_2_RAD*m_external_view_rotx) * p;
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pos = matrix4x4d::RotateYMatrix(-DEG_2_RAD*rot) * pos;
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pos = matrix4x4d::RotateXMatrix(-DEG_2_RAD*rot) * pos;
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matrix4x4d camRot;
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camRot = matrix4x4d::RotateXMatrix(-DEG2RAD(rot));
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camRot = matrix4x4d::RotateYMatrix(-DEG2RAD(rot)) * camRot;
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vector3d pos = camRot * vector3d(0,0,viewingDist);
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float lightPos[4];
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lightPos[0] = 1;
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lightPos[1] = 1;
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lightPos[2] = 1;
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lightPos[3] = 0;
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float lightPos[4] = { 1, 1, 1, 0 };
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glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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/* SBRE rendering (See ModelBody.cpp) uses this.. */
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glRotatef(-rot, 0, 1, 0);
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glRotatef(-rot, 1, 0, 0);
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//L3D::world_view->viewingRotation = matrix4x4d::Identity();
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glGetDoublev(GL_MODELVIEW_MATRIX, &L3D::world_view->viewingRotation[0]);
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Body* body = L3D::player->GetNavTarget();
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if(body) {
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Frame cam_frame(body->GetFrame(), "", Frame::TEMP_VIEWING);
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cam_frame.SetOrientation(camRot);
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cam_frame.SetPosition(body->GetPosition()+pos);
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body->Render(&cam_frame);
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body->GetFrame()->RemoveChild(&cam_frame);
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@ -11,7 +11,6 @@ public:
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virtual void Update(void);
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virtual void Draw3D(void);
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private:
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matrix4x4d viewingRotation;
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float viewingDist;
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Gui::Label* m_infoLabel;
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const Body* lastTarget;
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@ -831,7 +831,9 @@ void Planet::Render(const Frame* a_camFrame) {
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glPushMatrix();
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double rad = sbody.GetRadius();
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vector3d fpos = GetPositionRelTo(a_camFrame);
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matrix4x4d ftran;
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Frame::GetFrameTransform(GetFrame(), a_camFrame, ftran);
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vector3d fpos = ftran * GetPosition();
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double apparent_size = rad / fpos.Length();
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double len = fpos.Length();
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@ -845,6 +847,9 @@ void Planet::Render(const Frame* a_camFrame) {
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glTranslatef(fpos.x, fpos.y, fpos.z);
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glColor3f(1, 1, 1);
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ftran.ClearToRotOnly();
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glMultMatrixd(&ftran[0]);
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if(apparent_size < 0.001) {
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if(crudDList) {
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glDeleteLists(crudDList, 1);
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@ -873,6 +878,8 @@ void Planet::Render(const Frame* a_camFrame) {
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glCallList(crudDList);
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glPopMatrix();
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fpos = ftran.InverseOf() * fpos;
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DrawAtmosphere(rad, fpos);
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glClear(GL_DEPTH_BUFFER_BIT);
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@ -6,8 +6,6 @@
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#include "world_view.h"
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#include "space_station_view.h"
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#define DEG_2_RAD 0.0174532925
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Player::Player(ShipType::Type shipType) : Ship(shipType) {
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m_external_view_rotx = m_external_view_roty = 0;
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m_external_view_dist = 200;
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@ -27,7 +25,6 @@ void Player::Render(const Frame* camFrame) {
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} else {
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glPushMatrix();
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/* Could only rotate, since transform is zero (camFrame is at player origin). */
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TransformToModelCoords(camFrame);
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RenderLaserfire();
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glPopMatrix();
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}
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@ -42,8 +39,8 @@ void Player::SetDockedWith(SpaceStation* s) {
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vector3d Player::GetExternalViewTranslation(void) {
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vector3d p = vector3d(0, 0, m_external_view_dist);
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p = matrix4x4d::RotateXMatrix(-DEG_2_RAD*m_external_view_rotx) * p;
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p = matrix4x4d::RotateYMatrix(-DEG_2_RAD*m_external_view_roty) * p;
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p = matrix4x4d::RotateXMatrix(-DEG2RAD(m_external_view_rotx)) * p;
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p = matrix4x4d::RotateYMatrix(-DEG2RAD(m_external_view_roty)) * p;
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matrix4x4d m;
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GetRotMatrix(m);
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p = m*p;
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@ -51,10 +48,9 @@ vector3d Player::GetExternalViewTranslation(void) {
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return p;
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}
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void Player::ApplyExternalViewRotation(void) {
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//glTranslatef(0, 0, m_external_view_dist);
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glRotatef(-m_external_view_rotx, 1, 0, 0);
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glRotatef(-m_external_view_roty, 0, 1, 0);
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void Player::ApplyExternalViewRotation(matrix4x4d& m) {
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m = matrix4x4d::RotateXMatrix(-DEG2RAD(m_external_view_rotx)) * m;
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m = matrix4x4d::RotateYMatrix(-DEG2RAD(m_external_view_roty)) * m;
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}
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void Player::TimeStepUpdate(const float timeStep) {
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@ -169,21 +165,16 @@ void Player::DrawHUD(const Frame* cam_frame) {
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glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
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glGetIntegerv(GL_VIEWPORT, viewport);
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const dReal* vel = dBodyGetLinearVel(m_body);
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const matrix4x4d& rot = L3D::world_view->viewingRotation;
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vector3d loc_v = rot*vector3d(vel[0], vel[1], vel[2]);
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Gui::Screen::EnterOrtho();
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glColor3f(.7, .7, .7);
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/* Object labels. */
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{
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for(std::list<Body*>::iterator i = Space::bodies.begin(); i != Space::bodies.end(); ++i) {
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if((L3D::GetCamType() != L3D::CAM_EXTERNAL) && (*i == this)) continue;
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Body* b = *i;
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vector3d _pos = b->GetPositionRelTo(cam_frame);
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vector3d cam_coord = rot*_pos;
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if(cam_coord.z < 0
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if(_pos.z < 0
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&& Gui::Screen::Project(_pos.x,_pos.y,_pos.z,modelMatrix,projMatrix,viewport,
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&_pos.x, &_pos.y, &_pos.z)) {
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b->SetProjectedPos(_pos);
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@ -196,13 +187,14 @@ void Player::DrawHUD(const Frame* cam_frame) {
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DrawTargetSquares();
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GLdouble pos[3];
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/* Direction indicator. */
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const float sz = HUD_CROSSHAIR_SIZE;
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/* If velocity vector is in front ofus. Draw indicator. */
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const dReal* vel = dBodyGetLinearVel(m_body);
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vector3d loc_v = cam_frame->GetOrientation().InverseOf() * vector3d(vel[0], vel[1], vel[2]);
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if(loc_v.z < 0) {
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if(Gui::Screen::Project(vel[0],vel[1],vel[2], modelMatrix, projMatrix, viewport,
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&pos[0], &pos[1], &pos[2])) {
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GLdouble pos[3];
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if(Gui::Screen::Project(loc_v[0], loc_v[1], loc_v[2], modelMatrix, projMatrix,
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viewport, &pos[0], &pos[1], &pos[2])) {
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glBegin(GL_LINES);
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glVertex2f(pos[0]-sz, pos[1]-sz);
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glVertex2f(pos[0]-0.5*sz, pos[1]-0.5*sz);
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@ -219,8 +211,8 @@ void Player::DrawHUD(const Frame* cam_frame) {
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}
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}
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/* Normal crosshairs. */
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if(L3D::GetCamType() == L3D::CAM_FRONT) {
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/* Normal crosshairs. */
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float px = Gui::Screen::GetWidth()/2.0;
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float py = Gui::Screen::GetHeight()/2.0;
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glBegin(GL_LINES);
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@ -11,7 +11,7 @@ public:
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void DrawHUD(const Frame* cam_frame);
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virtual void SetDockedWith(SpaceStation*);
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vector3d GetExternalViewTranslation(void);
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void ApplyExternalViewRotation(void);
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void ApplyExternalViewRotation(matrix4x4d &m);
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void TimeStepUpdate(const float timeStep);
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private:
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void DrawTargetSquares();
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18
src/ship.cpp
18
src/ship.cpp
@ -203,6 +203,13 @@ void Ship::SetCombatTarget(Body* const target) {
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L3D::world_view->UpdateCommsOptions();
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}
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bool Ship::IsFiringLasers(void) {
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for(int i = 0; i < ShipType::GUNMOUNT_MAX; i++) {
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if(m_gunState[i]) return true;
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}
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return false;
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}
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/* Assumed to be at model coords. */
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void Ship::RenderLaserfire(void) {
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const ShipType& stype = GetShipType();
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@ -265,10 +272,11 @@ void Ship::Render(const Frame* camFrame) {
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RenderSbreModel(camFrame, stype.sbreModel, ¶ms);
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glPushMatrix();
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TransformToModelCoords(camFrame);
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//render_coll_mesh(sbreCollMesh);
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RenderLaserfire();
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glPopMatrix();
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if(IsFiringLasers()) {
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glPushMatrix();
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TransformToModelCoords(camFrame);
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RenderLaserfire();
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glPopMatrix();
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}
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}
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@ -53,6 +53,8 @@ protected:
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enum ShipType::Type m_shipType;
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Uint32 m_gunState[ShipType::GUNMOUNT_MAX];
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private:
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bool IsFiringLasers(void);
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float m_wheelState;
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float m_wheelTransition;
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@ -94,20 +94,33 @@ void WorldView::Draw3D(void) {
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/* Make temporary camera frame at player. */
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Frame cam_frame(L3D::player->GetFrame(), "", Frame::TEMP_VIEWING);
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matrix4x4d camRot = matrix4x4d::Identity();
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if(L3D::GetCamType() == L3D::CAM_FRONT) {
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cam_frame.SetPosition(L3D::player->GetPosition());
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} else if(L3D::GetCamType() == L3D::CAM_REAR) {
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glRotatef(180.0f, 0, 1, 0);
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camRot.RotateY(M_PI);
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//glRotatef(180.0f, 0, 1, 0);
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cam_frame.SetPosition(L3D::player->GetPosition());
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} else { /* CAM_EXTERNAL */
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cam_frame.SetPosition(L3D::player->GetPosition() + L3D::player->GetExternalViewTranslation());
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L3D::player->ApplyExternalViewRotation();
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L3D::player->ApplyExternalViewRotation(camRot);
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}
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L3D::player->ViewingRotation();
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glGetDoublev(GL_MODELVIEW_MATRIX, &viewingRotation[0]);
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{
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matrix4x4d prot;
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L3D::player->GetRotMatrix(prot);
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camRot = prot * camRot;
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}
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cam_frame.SetOrientation(camRot);
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matrix4x4d trans2bg;
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Frame::GetFrameTransform(Space::GetRootFrame(), &cam_frame, trans2bg);
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trans2bg.ClearToRotOnly();
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glPushMatrix();
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glMultMatrixd(&trans2bg[0]);
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glCallList(m_bgstarsDlist);
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glPopMatrix();
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/* Position light at sol. */
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matrix4x4d m;
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Frame::GetFrameTransform(Space::GetRootFrame(), &cam_frame, m);
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@ -10,7 +10,6 @@ public:
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WorldView(void);
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virtual void Update(void);
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virtual void Draw3D(void);
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matrix4x4d viewingRotation;
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static const float PICK_OBJECT_RECT_SIZE;
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void UpdateCommsOptions(void);
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bool GetShowLabels(void) { return labelsOn; }
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