Fix camera render when it wasn't animated. Tiny improvement for fps camera animator. Add documentation.

Cameras can render even when they are not in the scenemanager or onAnimate didn't get called for example because they are their parent are invisible.
So let's be safe and add another call to updateAbsolutePosition(). Some cost, but usually we don't have that many rendering cameras, so shouldn't matter (if it ever matters I suppose we could override OnAnimate and add a flag if it _was_ animated since last render call. Maybe that's even useful in general for SceneNodes?).
Similar CSceneNodeAnimatorCameraFPS was using getAbsolutePosition which was only updated after animators, so it was one frame behind.
And documented ICameraSceneNode functions a bit. Especially updateMatrices is a bit of a confusing name unfortunately.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6406 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-06-16 13:59:58 +00:00
parent 94e84b1686
commit 8dbeba57cd
3 changed files with 14 additions and 6 deletions

@ -121,19 +121,23 @@ namespace scene
virtual f32 getFOV() const =0;
//! Sets the value of the near clipping plane. (default: 1.0f)
/** \param zn: New z near value. */
/** Also changes projection matrix and resets IsOrthogonal flag.
\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. */
/** Also changes projection matrix and resets IsOrthogonal flag.
\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. */
/** Also changes projection matrix and resets IsOrthogonal flag.
\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. */
/** Also changes projection matrix and resets IsOrthogonal flag.
\param fovy: New field of view in radians. */
virtual void setFOV(f32 fovy) =0;
//! Get the view frustum.
@ -165,7 +169,10 @@ namespace scene
@see getTargetAndRotationBinding() */
virtual void bindTargetAndRotation(bool bound) =0;
//! Updates the matrices without uploading them to the driver
//! Updates the view matrix and frustum without uploading the matrix to the driver.
/** You need this when you want an up-to-date camera view matrix & frustum before the render() call.
Usually you should call updateAbsolutePosition() before calling this.
Despite it's function name, the projection matrix is not touched. */
virtual void updateMatrices() = 0;
//! Queries if the camera scene node's rotation and its target position are bound together.

@ -252,6 +252,7 @@ void CCameraSceneNode::OnRegisterSceneNode()
//! render
void CCameraSceneNode::render()
{
updateAbsolutePosition(); // depending on that call in onAnimate is risky (might not be in SceneManager or it or it's parent might be invisible and still should render)
updateMatrices();
video::IVideoDriver* driver = SceneManager->getVideoDriver();

@ -110,7 +110,6 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
if (firstUpdate)
{
camera->updateAbsolutePosition();
if (CursorControl )
{
CursorControl->setPosition(0.5f, 0.5f);
@ -144,6 +143,7 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
LastAnimationTime = timeMs;
// Update rotation
camera->updateAbsolutePosition();
core::vector3df target = (camera->getTarget() - camera->getAbsolutePosition());
core::vector3df relativeRotation = target.getHorizontalAngle();