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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
210 lines
7.9 KiB
C++
210 lines
7.9 KiB
C++
// 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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#ifndef IRR_I_CAMERA_SCENE_NODE_H_INCLUDED
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#define IRR_I_CAMERA_SCENE_NODE_H_INCLUDED
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#include "ISceneNode.h"
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#include "IEventReceiver.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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struct SViewFrustum;
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//! Scene Node which is a (controllable) camera.
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/** The whole scene will be rendered from the cameras point of view.
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Because the ICameraSceneNode is a SceneNode, it can be attached to any
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other scene node, and will follow its parents movement, rotation and so
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on.
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*/
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class ICameraSceneNode : public ISceneNode, public IEventReceiver
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{
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public:
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//! Constructor
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ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f))
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: ISceneNode(parent, mgr, id, position, rotation, scale), IsOrthogonal(false) {}
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//! Sets the projection matrix of the camera.
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/** The core::matrix4 class has some methods to build a
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projection matrix. e.g:
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core::matrix4::buildProjectionMatrixPerspectiveFovLH.
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Note that the matrix will only stay as set by this method until
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one of the following Methods are called: setNearValue,
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setFarValue, setAspectRatio, setFOV.
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NOTE: The frustum is not updated before render() is called
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unless you explicitly call updateMatrices()
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\param projection The new projection matrix of the camera.
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\param isOrthogonal Set this to true if the matrix is an
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orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho).
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*/
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virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal=false) =0;
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//! Gets the current projection matrix of the camera.
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/** \return The current projection matrix of the camera. */
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virtual const core::matrix4& getProjectionMatrix() const =0;
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//! Gets the current view matrix of the camera.
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/** \return The current view matrix of the camera. */
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virtual const core::matrix4& getViewMatrix() const =0;
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//! Sets a custom view matrix affector.
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/** The matrix passed here, will be multiplied with the view
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matrix when it gets updated. This allows for custom camera
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setups like, for example, a reflection camera.
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\param affector The affector matrix. */
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virtual void setViewMatrixAffector(const core::matrix4& affector) =0;
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//! Get the custom view matrix affector.
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/** \return The affector matrix. */
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virtual const core::matrix4& getViewMatrixAffector() const =0;
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//! It is possible to send mouse and key events to the camera.
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/** Most cameras may ignore this input, but camera scene nodes
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which are created for example with
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ISceneManager::addCameraSceneNodeMaya or
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ISceneManager::addCameraSceneNodeFPS, may want to get
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this input for changing their position, look at target or
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whatever. */
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virtual bool OnEvent(const SEvent& event) IRR_OVERRIDE =0;
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//! Sets the look at target of the camera
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/** If the camera's target and rotation are bound ( @see
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bindTargetAndRotation() ) then calling this will also change
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the camera's scene node rotation to match the target.
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Note that setTarget uses the current absolute position
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internally, so if you changed setPosition since last rendering you must
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call updateAbsolutePosition before using this function.
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\param pos Look at target of the camera, in world co-ordinates. */
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virtual void setTarget(const core::vector3df& pos) =0;
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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
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bindTargetAndRotation() ) then calling this will also change
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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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virtual void setRotation(const core::vector3df& rotation) IRR_OVERRIDE =0;
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//! Gets the current look at target of the camera
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/** \return The current look at target of the camera, in world co-ordinates */
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virtual const core::vector3df& getTarget() const =0;
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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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virtual void setUpVector(const core::vector3df& pos) =0;
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//! Gets the up vector of the camera.
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/** \return The up vector of the camera, in world space. */
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virtual const core::vector3df& getUpVector() const =0;
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//! Gets the value of the near plane of the camera.
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/** \return The value of the near plane of the camera. */
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virtual f32 getNearValue() const =0;
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//! Gets the value of the far plane of the camera.
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/** \return The value of the far plane of the camera. */
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virtual f32 getFarValue() const =0;
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//! Gets the aspect ratio of the camera.
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/** \return The aspect ratio of the camera. */
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virtual f32 getAspectRatio() const =0;
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//! Gets the field of view of the camera.
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/** \return The field of view of the camera in radians. */
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virtual f32 getFOV() const =0;
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//! Sets the value of the near clipping plane. (default: 1.0f)
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/** \param zn: New z near value. */
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virtual void setNearValue(f32 zn) =0;
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//! Sets the value of the far clipping plane (default: 2000.0f)
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/** \param zf: New z far value. */
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virtual void setFarValue(f32 zf) =0;
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//! Sets the aspect ratio (default: 4.0f / 3.0f)
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/** \param aspect: New aspect ratio. */
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virtual void setAspectRatio(f32 aspect) =0;
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//! Sets the field of view (Default: PI / 2.5f)
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/** \param fovy: New field of view in radians. */
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virtual void setFOV(f32 fovy) =0;
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//! Get the view frustum.
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/** \return The current view frustum. */
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virtual const SViewFrustum* getViewFrustum() const =0;
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//! Disables or enables the camera to get key or mouse inputs.
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/** If this is set to true, the camera will respond to key
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inputs otherwise not. */
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virtual void setInputReceiverEnabled(bool enabled) =0;
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//! Checks if the input receiver of the camera is currently enabled.
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virtual bool isInputReceiverEnabled() const =0;
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//! Checks if a camera is orthogonal.
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virtual bool isOrthogonal() const
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{
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return IsOrthogonal;
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}
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//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
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/** When bound, calling setRotation() will update the camera's
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target position to be along its +Z axis, and likewise calling
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setTarget() will update its rotation so that its +Z axis will
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point at the target point. FPS camera use this binding by
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default; other cameras do not.
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\param bound True to bind the camera's scene node rotation
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and targeting, false to unbind them.
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@see getTargetAndRotationBinding() */
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virtual void bindTargetAndRotation(bool bound) =0;
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//! Updates the matrices without uploading them to the driver
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virtual void updateMatrices() = 0;
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//! Queries if the camera scene node's rotation and its target position are bound together.
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/** @see bindTargetAndRotation() */
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virtual bool getTargetAndRotationBinding(void) const =0;
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//! Writes attributes of the camera node
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE
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{
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ISceneNode::serializeAttributes(out, options);
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if (!out)
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return;
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out->addBool("IsOrthogonal", IsOrthogonal);
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}
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//! Reads attributes of the camera node
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE
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{
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ISceneNode::deserializeAttributes(in, options);
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if (!in)
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return;
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if ( in->findAttribute("IsOrthogonal") )
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IsOrthogonal = in->getAttributeAsBool("IsOrthogonal");
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}
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protected:
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void cloneMembers(const ICameraSceneNode* toCopyFrom)
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{
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IsOrthogonal = toCopyFrom->IsOrthogonal;
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}
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bool IsOrthogonal;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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