irrlicht/source/Irrlicht/CCameraSceneNode.h
cutealien d4f6d8c17b Add lens shift support for the camera and the perspective projection functions
As Blender docs describe it so nicely: Using lens shift is equivalent to rendering an image with a larger FOV and cropping it off-center.
This can be quite useful for architecture renderings, but I guess also has it's use in other situations.
Note: Didn't make the ICameraSceneNode functions pure virtual so users don't have to update their cameras for this
Also some change in serialization - same as in other places by now, do use existing values as defaults values when they are not found instead of resetting them to 0.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6565 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-19 16:04:43 +00:00

186 lines
7.2 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 IRR_C_CAMERA_SCENE_NODE_H_INCLUDED
#define IRR_C_CAMERA_SCENE_NODE_H_INCLUDED
#include "ICameraSceneNode.h"
#include "SViewFrustum.h"
namespace irr
{
namespace scene
{
class CCameraSceneNode : public ICameraSceneNode
{
public:
//! constructor
CCameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& lookat = core::vector3df(0,0,100));
//! 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.
\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::buildProjectionMatrixOrthoLH(). */
virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal = false) IRR_OVERRIDE;
//! Gets the current projection matrix of the camera
//! \return Returns the current projection matrix of the camera.
virtual const core::matrix4& getProjectionMatrix() const IRR_OVERRIDE;
//! Gets the current view matrix of the camera
//! \return Returns the current view matrix of the camera.
virtual const core::matrix4& getViewMatrix() const IRR_OVERRIDE;
//! Sets a custom view matrix affector.
/** \param affector: The affector matrix. */
virtual void setViewMatrixAffector(const core::matrix4& affector) IRR_OVERRIDE;
//! Gets the custom view matrix affector.
virtual const core::matrix4& getViewMatrixAffector() const IRR_OVERRIDE;
//! 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 scene::ISceneManager::addMayaCameraSceneNode or
//! scene::ISceneManager::addMeshViewerCameraSceneNode, may want to get this input
//! for changing their position, look at target or whatever.
virtual bool OnEvent(const SEvent& event) IRR_OVERRIDE;
//! 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.
\param pos: Look at target of the camera. */
virtual void setTarget(const core::vector3df& pos) IRR_OVERRIDE;
//! 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. */
virtual void setRotation(const core::vector3df& rotation) IRR_OVERRIDE;
//! Gets the current look at target of the camera
/** \return The current look at target of the camera */
virtual const core::vector3df& getTarget() const IRR_OVERRIDE;
//! Sets the up vector of the camera.
//! \param pos: New upvector of the camera.
virtual void setUpVector(const core::vector3df& pos) IRR_OVERRIDE;
//! Gets the up vector of the camera.
//! \return Returns the up vector of the camera.
virtual const core::vector3df& getUpVector() const IRR_OVERRIDE;
//! Gets distance from the camera to the near plane.
//! \return Value of the near plane of the camera.
virtual f32 getNearValue() const IRR_OVERRIDE;
//! Gets the distance from the camera to the far plane.
//! \return Value of the far plane of the camera.
virtual f32 getFarValue() const IRR_OVERRIDE;
//! Get the aspect ratio of the camera.
//! \return The aspect ratio of the camera.
virtual f32 getAspectRatio() const IRR_OVERRIDE;
//! Gets the field of view of the camera.
//! \return Field of view of the camera
virtual f32 getFOV() const IRR_OVERRIDE;
//! Get the horizontal and vertical lens/projection plane shift
virtual core::vector2df getLensShift() const IRR_OVERRIDE;
//! Sets the value of the near clipping plane. (default: 1.0f)
virtual void setNearValue(f32 zn) IRR_OVERRIDE;
//! Sets the value of the far clipping plane (default: 2000.0f)
virtual void setFarValue(f32 zf) IRR_OVERRIDE;
//! Sets the aspect ratio (default: 4.0f / 3.0f)
virtual void setAspectRatio(f32 aspect) IRR_OVERRIDE;
//! Sets the field of view (Default: PI / 3.5f)
virtual void setFOV(f32 fovy) IRR_OVERRIDE;
//! Set the horizontal and vertical lens/projection plane shift
virtual void setLensShift(const core::vector2df& shift) IRR_OVERRIDE;
//! PreRender event
virtual void OnRegisterSceneNode() IRR_OVERRIDE;
//! Render
virtual void render() IRR_OVERRIDE;
//! Update
virtual void updateMatrices() IRR_OVERRIDE;
//! Returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
//! Returns the view area.
virtual const SViewFrustum* getViewFrustum() const IRR_OVERRIDE;
//! 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) IRR_OVERRIDE;
//! Returns if the input receiver of the camera is currently enabled.
virtual bool isInputReceiverEnabled() const IRR_OVERRIDE;
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const IRR_OVERRIDE { return ESNT_CAMERA; }
//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
virtual void bindTargetAndRotation(bool bound) IRR_OVERRIDE;
//! Queries if the camera scene node's rotation and its target position are bound together.
virtual bool getTargetAndRotationBinding(void) const IRR_OVERRIDE;
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) IRR_OVERRIDE;
protected:
void recalculateProjectionMatrix();
void recalculateViewArea();
core::aabbox3d<f32> BoundingBox;
core::vector3df Target;
core::vector3df UpVector;
f32 Fovy; // Field of view, in radians.
f32 Aspect; // Aspect ratio.
f32 ZNear; // value of the near view-plane.
f32 ZFar; // Z-value of the far view-plane.
core::vector2df LensShift; // For rendering off-center
SViewFrustum ViewArea;
core::matrix4 Affector;
bool InputReceiverEnabled;
bool TargetAndRotationAreBound;
bool HasD3DStyleProjectionMatrix; // true: projection from 0 to w; false: -w to w
};
} // end namespace
} // end namespace
#endif