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402 lines
11 KiB
C++
402 lines
11 KiB
C++
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CCameraSceneNode.h"
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#include "ISceneManager.h"
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#include "IVideoDriver.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CCameraSceneNode::CCameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& lookat)
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: ICameraSceneNode(parent, mgr, id, position),
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BoundingBox(core::vector3df(0, 0, 0)), // Camera has no size. Still not sure if FLT_MAX might be the better variant
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Target(lookat), UpVector(0.0f, 1.0f, 0.0f), ZNear(1.0f), ZFar(3000.0f),
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InputReceiverEnabled(true), TargetAndRotationAreBound(false),
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HasD3DStyleProjectionMatrix(true)
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{
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#ifdef _DEBUG
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setDebugName("CCameraSceneNode");
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#endif
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// set default projection
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Fovy = core::PI / 2.5f; // Field of view, in radians.
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const video::IVideoDriver* const d = mgr?mgr->getVideoDriver():0;
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if (d)
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{
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Aspect = (f32)d->getCurrentRenderTargetSize().Width /
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(f32)d->getCurrentRenderTargetSize().Height;
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HasD3DStyleProjectionMatrix = d->getDriverType() != video::EDT_OPENGL;
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}
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else
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Aspect = 4.0f / 3.0f; // Aspect ratio.
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ViewArea.setFarNearDistance(ZFar - ZNear);
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recalculateProjectionMatrix();
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recalculateViewArea();
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}
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//! Disables or enables the camera to get key or mouse inputs.
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void CCameraSceneNode::setInputReceiverEnabled(bool enabled)
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{
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InputReceiverEnabled = enabled;
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}
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//! Returns if the input receiver of the camera is currently enabled.
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bool CCameraSceneNode::isInputReceiverEnabled() const
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{
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return InputReceiverEnabled;
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}
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//! Sets the projection matrix of the camera.
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/** The core::matrix4 class has some methods
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to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH
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\param projection: The new projection matrix of the camera. */
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void CCameraSceneNode::setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal)
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{
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IsOrthogonal = isOrthogonal;
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ViewArea.getTransform ( video::ETS_PROJECTION ) = projection;
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}
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//! Gets the current projection matrix of the camera
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//! \return Returns the current projection matrix of the camera.
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const core::matrix4& CCameraSceneNode::getProjectionMatrix() const
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{
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return ViewArea.getTransform ( video::ETS_PROJECTION );
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}
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//! Gets the current view matrix of the camera
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//! \return Returns the current view matrix of the camera.
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const core::matrix4& CCameraSceneNode::getViewMatrix() const
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{
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return ViewArea.getTransform ( video::ETS_VIEW );
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}
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//! Sets a custom view matrix affector. The matrix passed here, will be
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//! multiplied with the view matrix when it gets updated.
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//! This allows for custom camera setups like, for example, a reflection camera.
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/** \param affector: The affector matrix. */
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void CCameraSceneNode::setViewMatrixAffector(const core::matrix4& affector)
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{
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Affector = affector;
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}
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//! Gets the custom view matrix affector.
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const core::matrix4& CCameraSceneNode::getViewMatrixAffector() const
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{
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return Affector;
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}
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//! It is possible to send mouse and key events to the camera. Most cameras
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//! may ignore this input, but camera scene nodes which are created for
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//! example with scene::ISceneManager::addMayaCameraSceneNode or
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//! scene::ISceneManager::addFPSCameraSceneNode, may want to get this input
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//! for changing their position, look at target or whatever.
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bool CCameraSceneNode::OnEvent(const SEvent& event)
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{
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if (!InputReceiverEnabled)
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return false;
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// send events to event receiving animators
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ISceneNodeAnimatorList::Iterator ait = Animators.begin();
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for (; ait != Animators.end(); ++ait)
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if ((*ait)->isEventReceiverEnabled() && (*ait)->OnEvent(event))
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return true;
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// if nobody processed the event, return false
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return false;
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}
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//! sets the look at target of the camera
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//! \param pos: Look at target of the camera.
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void CCameraSceneNode::setTarget(const core::vector3df& pos)
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{
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Target = pos;
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if(TargetAndRotationAreBound)
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{
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const core::vector3df toTarget = Target - getAbsolutePosition();
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ISceneNode::setRotation(toTarget.getHorizontalAngle());
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}
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}
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//! Sets the rotation of the node.
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/** This only modifies the relative rotation of the node.
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If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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then calling this will also change the camera's target to match the rotation.
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\param rotation New rotation of the node in degrees. */
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void CCameraSceneNode::setRotation(const core::vector3df& rotation)
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{
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if(TargetAndRotationAreBound)
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Target = getAbsolutePosition() + rotation.rotationToDirection();
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ISceneNode::setRotation(rotation);
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}
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//! Gets the current look at target of the camera
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//! \return Returns the current look at target of the camera
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const core::vector3df& CCameraSceneNode::getTarget() const
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{
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return Target;
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}
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//! sets the up vector of the camera
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//! \param pos: New upvector of the camera.
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void CCameraSceneNode::setUpVector(const core::vector3df& pos)
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{
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UpVector = pos;
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}
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//! Gets the up vector of the camera.
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//! \return Returns the up vector of the camera.
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const core::vector3df& CCameraSceneNode::getUpVector() const
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{
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return UpVector;
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}
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f32 CCameraSceneNode::getNearValue() const
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{
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return ZNear;
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}
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f32 CCameraSceneNode::getFarValue() const
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{
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return ZFar;
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}
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f32 CCameraSceneNode::getAspectRatio() const
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{
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return Aspect;
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}
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f32 CCameraSceneNode::getFOV() const
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{
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return Fovy;
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}
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void CCameraSceneNode::setNearValue(f32 f)
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{
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ZNear = f;
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recalculateProjectionMatrix();
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ViewArea.setFarNearDistance(ZFar - ZNear);
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}
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void CCameraSceneNode::setFarValue(f32 f)
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{
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ZFar = f;
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recalculateProjectionMatrix();
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ViewArea.setFarNearDistance(ZFar - ZNear);
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}
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void CCameraSceneNode::setAspectRatio(f32 f)
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{
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Aspect = f;
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recalculateProjectionMatrix();
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}
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void CCameraSceneNode::setFOV(f32 f)
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{
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Fovy = f;
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recalculateProjectionMatrix();
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}
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void CCameraSceneNode::recalculateProjectionMatrix()
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{
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ViewArea.getTransform ( video::ETS_PROJECTION ).buildProjectionMatrixPerspectiveFovLH(Fovy, Aspect, ZNear, ZFar, HasD3DStyleProjectionMatrix);
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IsOrthogonal = false;
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}
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//! prerender
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void CCameraSceneNode::OnRegisterSceneNode()
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{
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if ( SceneManager->getActiveCamera () == this )
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SceneManager->registerNodeForRendering(this, ESNRP_CAMERA);
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ISceneNode::OnRegisterSceneNode();
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}
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//! render
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void CCameraSceneNode::render()
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{
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updateMatrices();
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if ( driver)
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{
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driver->setTransform(video::ETS_PROJECTION, ViewArea.getTransform ( video::ETS_PROJECTION) );
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driver->setTransform(video::ETS_VIEW, ViewArea.getTransform ( video::ETS_VIEW) );
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}
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}
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//! update
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void CCameraSceneNode::updateMatrices()
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{
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core::vector3df pos = getAbsolutePosition();
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core::vector3df tgtv = Target - pos;
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tgtv.normalize();
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// if upvector and vector to the target are the same, we have a
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// problem. so solve this problem:
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core::vector3df up = UpVector;
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up.normalize();
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f32 dp = tgtv.dotProduct(up);
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if ( core::equals(core::abs_<f32>(dp), 1.f) )
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{
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up.X += 0.5f;
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}
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ViewArea.getTransform(video::ETS_VIEW).buildCameraLookAtMatrixLH(pos, Target, up);
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ViewArea.getTransform(video::ETS_VIEW) *= Affector;
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recalculateViewArea();
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CCameraSceneNode::getBoundingBox() const
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{
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// NOTE: We deliberately don't return the boundingbox of the ViewArea. People can access that already.
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// We want to prevent cameras from having their bounding box colliding in the SceneCollisionManager.
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// If another boundingbox is ever necessary then please move BoundingBox to ICameraSceneNode and make it accessible (via a setter or an enum with options).
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return BoundingBox;
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}
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//! returns the view frustum.
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const SViewFrustum* CCameraSceneNode::getViewFrustum() const
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{
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return &ViewArea;
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}
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void CCameraSceneNode::recalculateViewArea()
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{
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ViewArea.cameraPosition = getAbsolutePosition();
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core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
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m.setbyproduct_nocheck(ViewArea.getTransform(video::ETS_PROJECTION),
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ViewArea.getTransform(video::ETS_VIEW));
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ViewArea.setFrom(m, HasD3DStyleProjectionMatrix);
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}
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//! Writes attributes of the scene node.
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void CCameraSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ICameraSceneNode::serializeAttributes(out, options);
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out->addVector3d("Target", Target);
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out->addVector3d("UpVector", UpVector);
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out->addFloat("Fovy", Fovy);
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out->addFloat("Aspect", Aspect);
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out->addFloat("ZNear", ZNear);
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out->addFloat("ZFar", ZFar);
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out->addBool("Binding", TargetAndRotationAreBound);
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out->addBool("ReceiveInput", InputReceiverEnabled);
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}
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//! Reads attributes of the scene node.
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void CCameraSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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ICameraSceneNode::deserializeAttributes(in, options);
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Target = in->getAttributeAsVector3d("Target");
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UpVector = in->getAttributeAsVector3d("UpVector");
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Fovy = in->getAttributeAsFloat("Fovy");
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Aspect = in->getAttributeAsFloat("Aspect");
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ZNear = in->getAttributeAsFloat("ZNear");
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ZFar = in->getAttributeAsFloat("ZFar");
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TargetAndRotationAreBound = in->getAttributeAsBool("Binding");
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if ( in->findAttribute("ReceiveInput") )
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InputReceiverEnabled = in->getAttributeAsBool("ReceiveInput");
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recalculateProjectionMatrix();
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recalculateViewArea();
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}
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//! Set the binding between the camera's rotation adn target.
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void CCameraSceneNode::bindTargetAndRotation(bool bound)
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{
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TargetAndRotationAreBound = bound;
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}
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//! Gets the binding between the camera's rotation and target.
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bool CCameraSceneNode::getTargetAndRotationBinding(void) const
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{
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return TargetAndRotationAreBound;
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CCameraSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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ICameraSceneNode::clone(newParent, newManager);
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if (!newParent)
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newParent = Parent;
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if (!newManager)
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newManager = SceneManager;
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CCameraSceneNode* nb = new CCameraSceneNode(newParent,
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newManager, ID, RelativeTranslation, Target);
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nb->ISceneNode::cloneMembers(this, newManager);
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nb->ICameraSceneNode::cloneMembers(this);
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nb->Target = Target;
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nb->UpVector = UpVector;
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nb->Fovy = Fovy;
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nb->Aspect = Aspect;
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nb->ZNear = ZNear;
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nb->ZFar = ZFar;
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nb->ViewArea = ViewArea;
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nb->Affector = Affector;
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nb->InputReceiverEnabled = InputReceiverEnabled;
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nb->TargetAndRotationAreBound = TargetAndRotationAreBound;
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if ( newParent )
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nb->drop();
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return nb;
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}
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} // end namespace
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} // end namespace
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