mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-05 09:50:41 +01:00
9954667c45
The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
190 lines
7.1 KiB
C++
190 lines
7.1 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#ifndef __I_CAMERA_SCENE_NODE_H_INCLUDED__
|
|
#define __I_CAMERA_SCENE_NODE_H_INCLUDED__
|
|
|
|
#include "ISceneNode.h"
|
|
#include "IEventReceiver.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
struct SViewFrustum;
|
|
|
|
//! Scene Node which is a (controllable) camera.
|
|
/** The whole scene will be rendered from the cameras point of view.
|
|
Because the ICameraSceneNode is a SceneNode, it can be attached to any
|
|
other scene node, and will follow its parents movement, rotation and so
|
|
on.
|
|
*/
|
|
class ICameraSceneNode : public ISceneNode, public IEventReceiver
|
|
{
|
|
public:
|
|
|
|
//! Constructor
|
|
ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
|
const core::vector3df& position = core::vector3df(0,0,0),
|
|
const core::vector3df& rotation = core::vector3df(0,0,0),
|
|
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f))
|
|
: ISceneNode(parent, mgr, id, position, rotation, scale), IsOrthogonal(false) {}
|
|
|
|
//! Sets the projection matrix of the camera.
|
|
/** The core::matrix4 class has some methods to build a
|
|
projection matrix. e.g:
|
|
core::matrix4::buildProjectionMatrixPerspectiveFovLH.
|
|
Note that the matrix will only stay as set by this method until
|
|
one of the following Methods are called: setNearValue,
|
|
setFarValue, setAspectRatio, setFOV.
|
|
NOTE: The frustum is not updated before render() is called
|
|
unless you explicitly call updateMatrices()
|
|
\param projection The new projection matrix of the camera.
|
|
\param isOrthogonal Set this to true if the matrix is an
|
|
orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho).
|
|
*/
|
|
virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal=false) =0;
|
|
|
|
//! Gets the current projection matrix of the camera.
|
|
/** \return The current projection matrix of the camera. */
|
|
virtual const core::matrix4& getProjectionMatrix() const =0;
|
|
|
|
//! Gets the current view matrix of the camera.
|
|
/** \return The current view matrix of the camera. */
|
|
virtual const core::matrix4& getViewMatrix() const =0;
|
|
|
|
//! Sets a custom view matrix affector.
|
|
/** The matrix passed here, will be multiplied with the view
|
|
matrix when it gets updated. This allows for custom camera
|
|
setups like, for example, a reflection camera.
|
|
\param affector The affector matrix. */
|
|
virtual void setViewMatrixAffector(const core::matrix4& affector) =0;
|
|
|
|
//! Get the custom view matrix affector.
|
|
/** \return The affector matrix. */
|
|
virtual const core::matrix4& getViewMatrixAffector() const =0;
|
|
|
|
//! It is possible to send mouse and key events to the camera.
|
|
/** Most cameras may ignore this input, but camera scene nodes
|
|
which are created for example with
|
|
ISceneManager::addCameraSceneNodeMaya or
|
|
ISceneManager::addCameraSceneNodeFPS, may want to get
|
|
this input for changing their position, look at target or
|
|
whatever. */
|
|
bool OnEvent(const SEvent& event) override =0;
|
|
|
|
//! Sets the look at target of the camera
|
|
/** If the camera's target and rotation are bound ( @see
|
|
bindTargetAndRotation() ) then calling this will also change
|
|
the camera's scene node rotation to match the target.
|
|
Note that setTarget uses the current absolute position
|
|
internally, so if you changed setPosition since last rendering you must
|
|
call updateAbsolutePosition before using this function.
|
|
\param pos Look at target of the camera, in world co-ordinates. */
|
|
virtual void setTarget(const core::vector3df& pos) =0;
|
|
|
|
//! Sets the rotation of the node.
|
|
/** This only modifies the relative rotation of the node.
|
|
If the camera's target and rotation are bound ( @see
|
|
bindTargetAndRotation() ) then calling this will also change
|
|
the camera's target to match the rotation.
|
|
\param rotation New rotation of the node in degrees. */
|
|
void setRotation(const core::vector3df& rotation) override =0;
|
|
|
|
//! Gets the current look at target of the camera
|
|
/** \return The current look at target of the camera, in world co-ordinates */
|
|
virtual const core::vector3df& getTarget() const =0;
|
|
|
|
//! Sets the up vector of the camera.
|
|
/** \param pos: New upvector of the camera. */
|
|
virtual void setUpVector(const core::vector3df& pos) =0;
|
|
|
|
//! Gets the up vector of the camera.
|
|
/** \return The up vector of the camera, in world space. */
|
|
virtual const core::vector3df& getUpVector() const =0;
|
|
|
|
//! Gets the value of the near plane of the camera.
|
|
/** \return The value of the near plane of the camera. */
|
|
virtual f32 getNearValue() const =0;
|
|
|
|
//! Gets the value of the far plane of the camera.
|
|
/** \return The value of the far plane of the camera. */
|
|
virtual f32 getFarValue() const =0;
|
|
|
|
//! Gets the aspect ratio of the camera.
|
|
/** \return The aspect ratio of the camera. */
|
|
virtual f32 getAspectRatio() const =0;
|
|
|
|
//! Gets the field of view of the camera.
|
|
/** \return The field of view of the camera in radians. */
|
|
virtual f32 getFOV() const =0;
|
|
|
|
//! Sets the value of the near clipping plane. (default: 1.0f)
|
|
/** \param zn: New z near value. */
|
|
virtual void setNearValue(f32 zn) =0;
|
|
|
|
//! Sets the value of the far clipping plane (default: 2000.0f)
|
|
/** \param zf: New z far value. */
|
|
virtual void setFarValue(f32 zf) =0;
|
|
|
|
//! Sets the aspect ratio (default: 4.0f / 3.0f)
|
|
/** \param aspect: New aspect ratio. */
|
|
virtual void setAspectRatio(f32 aspect) =0;
|
|
|
|
//! Sets the field of view (Default: PI / 2.5f)
|
|
/** \param fovy: New field of view in radians. */
|
|
virtual void setFOV(f32 fovy) =0;
|
|
|
|
//! Get the view frustum.
|
|
/** \return The current view frustum. */
|
|
virtual const SViewFrustum* getViewFrustum() const =0;
|
|
|
|
//! Disables or enables the camera to get key or mouse inputs.
|
|
/** If this is set to true, the camera will respond to key
|
|
inputs otherwise not. */
|
|
virtual void setInputReceiverEnabled(bool enabled) =0;
|
|
|
|
//! Checks if the input receiver of the camera is currently enabled.
|
|
virtual bool isInputReceiverEnabled() const =0;
|
|
|
|
//! Checks if a camera is orthogonal.
|
|
virtual bool isOrthogonal() const
|
|
{
|
|
return IsOrthogonal;
|
|
}
|
|
|
|
//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
|
|
/** When bound, calling setRotation() will update the camera's
|
|
target position to be along its +Z axis, and likewise calling
|
|
setTarget() will update its rotation so that its +Z axis will
|
|
point at the target point. FPS camera use this binding by
|
|
default; other cameras do not.
|
|
\param bound True to bind the camera's scene node rotation
|
|
and targeting, false to unbind them.
|
|
@see getTargetAndRotationBinding() */
|
|
virtual void bindTargetAndRotation(bool bound) =0;
|
|
|
|
//! Updates the matrices without uploading them to the driver
|
|
virtual void updateMatrices() = 0;
|
|
|
|
//! Queries if the camera scene node's rotation and its target position are bound together.
|
|
/** @see bindTargetAndRotation() */
|
|
virtual bool getTargetAndRotationBinding(void) const =0;
|
|
|
|
protected:
|
|
|
|
void cloneMembers(const ICameraSceneNode* toCopyFrom)
|
|
{
|
|
IsOrthogonal = toCopyFrom->IsOrthogonal;
|
|
}
|
|
|
|
bool IsOrthogonal;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|