forked from Mirrorlandia_minetest/irrlicht
59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
174 lines
6.2 KiB
C++
174 lines
6.2 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 __C_CAMERA_SCENE_NODE_H_INCLUDED__
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#define __C_CAMERA_SCENE_NODE_H_INCLUDED__
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#include "ICameraSceneNode.h"
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#include "SViewFrustum.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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class CCameraSceneNode : public ICameraSceneNode
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{
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public:
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//! constructor
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CCameraSceneNode(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& lookat = core::vector3df(0,0,100));
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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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Note that the matrix will only stay as set by this method until one of
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the following Methods are called: setNearValue, setFarValue, setAspectRatio, setFOV.
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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 orthogonal one (e.g.
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from matrix4::buildProjectionMatrixOrthoLH(). */
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void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal = false) override;
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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& getProjectionMatrix() const override;
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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& getViewMatrix() const override;
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//! Sets a custom view matrix affector.
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/** \param affector: The affector matrix. */
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void setViewMatrixAffector(const core::matrix4& affector) override;
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//! Gets the custom view matrix affector.
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const core::matrix4& getViewMatrixAffector() const override;
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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::addMeshViewerCameraSceneNode, may want to get this input
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//! for changing their position, look at target or whatever.
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bool OnEvent(const SEvent& event) override;
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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 bindTargetAndRotation() )
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then calling this will also change the camera's scene node rotation to match the target.
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\param pos: Look at target of the camera. */
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void setTarget(const core::vector3df& pos) override;
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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 setRotation(const core::vector3df& rotation) override;
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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 */
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const core::vector3df& getTarget() const override;
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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 setUpVector(const core::vector3df& pos) override;
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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& getUpVector() const override;
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//! Gets distance from the camera to the near plane.
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//! \return Value of the near plane of the camera.
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f32 getNearValue() const override;
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//! Gets the distance from the camera to the far plane.
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//! \return Value of the far plane of the camera.
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f32 getFarValue() const override;
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//! Get the aspect ratio of the camera.
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//! \return The aspect ratio of the camera.
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f32 getAspectRatio() const override;
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//! Gets the field of view of the camera.
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//! \return Field of view of the camera
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f32 getFOV() const override;
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//! Sets the value of the near clipping plane. (default: 1.0f)
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void setNearValue(f32 zn) override;
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//! Sets the value of the far clipping plane (default: 2000.0f)
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void setFarValue(f32 zf) override;
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//! Sets the aspect ratio (default: 4.0f / 3.0f)
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void setAspectRatio(f32 aspect) override;
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//! Sets the field of view (Default: PI / 3.5f)
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void setFOV(f32 fovy) override;
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//! PreRender event
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void OnRegisterSceneNode() override;
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//! Render
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void render() override;
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//! Update
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void updateMatrices() override;
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//! Returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& getBoundingBox() const override;
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//! Returns the view area.
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const SViewFrustum* getViewFrustum() const override;
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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 inputs
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//! otherwise not.
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void setInputReceiverEnabled(bool enabled) override;
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//! Returns if the input receiver of the camera is currently enabled.
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bool isInputReceiverEnabled() const override;
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//! Returns type of the scene node
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ESCENE_NODE_TYPE getType() const override { return ESNT_CAMERA; }
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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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void bindTargetAndRotation(bool bound) override;
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//! Queries if the camera scene node's rotation and its target position are bound together.
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bool getTargetAndRotationBinding(void) const override;
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//! Creates a clone of this scene node and its children.
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ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
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protected:
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void recalculateProjectionMatrix();
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void recalculateViewArea();
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core::aabbox3d<f32> BoundingBox;
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core::vector3df Target;
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core::vector3df UpVector;
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f32 Fovy; // Field of view, in radians.
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f32 Aspect; // Aspect ratio.
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f32 ZNear; // value of the near view-plane.
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f32 ZFar; // Z-value of the far view-plane.
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SViewFrustum ViewArea;
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core::matrix4 Affector;
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bool InputReceiverEnabled;
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bool TargetAndRotationAreBound;
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bool HasD3DStyleProjectionMatrix; // true: projection from 0 to w; false: -w to w
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};
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} // end namespace
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} // end namespace
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#endif
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