mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-29 09:27:31 +01:00
402 lines
11 KiB
C++
402 lines
11 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
|
||
|
|
||
|
#include "CCameraSceneNode.h"
|
||
|
#include "ISceneManager.h"
|
||
|
#include "IVideoDriver.h"
|
||
|
#include "os.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
|
||
|
//! constructor
|
||
|
CCameraSceneNode::CCameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||
|
const core::vector3df& position, const core::vector3df& lookat)
|
||
|
: ICameraSceneNode(parent, mgr, id, position),
|
||
|
BoundingBox(core::vector3df(0, 0, 0)), // Camera has no size. Still not sure if FLT_MAX might be the better variant
|
||
|
Target(lookat), UpVector(0.0f, 1.0f, 0.0f), ZNear(1.0f), ZFar(3000.0f),
|
||
|
InputReceiverEnabled(true), TargetAndRotationAreBound(false),
|
||
|
HasD3DStyleProjectionMatrix(true)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
setDebugName("CCameraSceneNode");
|
||
|
#endif
|
||
|
|
||
|
// set default projection
|
||
|
Fovy = core::PI / 2.5f; // Field of view, in radians.
|
||
|
|
||
|
const video::IVideoDriver* const d = mgr?mgr->getVideoDriver():0;
|
||
|
if (d)
|
||
|
{
|
||
|
Aspect = (f32)d->getCurrentRenderTargetSize().Width /
|
||
|
(f32)d->getCurrentRenderTargetSize().Height;
|
||
|
HasD3DStyleProjectionMatrix = d->getDriverType() != video::EDT_OPENGL;
|
||
|
}
|
||
|
else
|
||
|
Aspect = 4.0f / 3.0f; // Aspect ratio.
|
||
|
|
||
|
ViewArea.setFarNearDistance(ZFar - ZNear);
|
||
|
recalculateProjectionMatrix();
|
||
|
recalculateViewArea();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Disables or enables the camera to get key or mouse inputs.
|
||
|
void CCameraSceneNode::setInputReceiverEnabled(bool enabled)
|
||
|
{
|
||
|
InputReceiverEnabled = enabled;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Returns if the input receiver of the camera is currently enabled.
|
||
|
bool CCameraSceneNode::isInputReceiverEnabled() const
|
||
|
{
|
||
|
return InputReceiverEnabled;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Sets the projection matrix of the camera.
|
||
|
/** The core::matrix4 class has some methods
|
||
|
to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH
|
||
|
\param projection: The new projection matrix of the camera. */
|
||
|
void CCameraSceneNode::setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal)
|
||
|
{
|
||
|
IsOrthogonal = isOrthogonal;
|
||
|
ViewArea.getTransform ( video::ETS_PROJECTION ) = projection;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Gets the current projection matrix of the camera
|
||
|
//! \return Returns the current projection matrix of the camera.
|
||
|
const core::matrix4& CCameraSceneNode::getProjectionMatrix() const
|
||
|
{
|
||
|
return ViewArea.getTransform ( video::ETS_PROJECTION );
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Gets the current view matrix of the camera
|
||
|
//! \return Returns the current view matrix of the camera.
|
||
|
const core::matrix4& CCameraSceneNode::getViewMatrix() const
|
||
|
{
|
||
|
return ViewArea.getTransform ( video::ETS_VIEW );
|
||
|
}
|
||
|
|
||
|
|
||
|
//! 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. */
|
||
|
void CCameraSceneNode::setViewMatrixAffector(const core::matrix4& affector)
|
||
|
{
|
||
|
Affector = affector;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Gets the custom view matrix affector.
|
||
|
const core::matrix4& CCameraSceneNode::getViewMatrixAffector() const
|
||
|
{
|
||
|
return Affector;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! 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::addFPSCameraSceneNode, may want to get this input
|
||
|
//! for changing their position, look at target or whatever.
|
||
|
bool CCameraSceneNode::OnEvent(const SEvent& event)
|
||
|
{
|
||
|
if (!InputReceiverEnabled)
|
||
|
return false;
|
||
|
|
||
|
// send events to event receiving animators
|
||
|
|
||
|
ISceneNodeAnimatorList::Iterator ait = Animators.begin();
|
||
|
|
||
|
for (; ait != Animators.end(); ++ait)
|
||
|
if ((*ait)->isEventReceiverEnabled() && (*ait)->OnEvent(event))
|
||
|
return true;
|
||
|
|
||
|
// if nobody processed the event, return false
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! sets the look at target of the camera
|
||
|
//! \param pos: Look at target of the camera.
|
||
|
void CCameraSceneNode::setTarget(const core::vector3df& pos)
|
||
|
{
|
||
|
Target = pos;
|
||
|
|
||
|
if(TargetAndRotationAreBound)
|
||
|
{
|
||
|
const core::vector3df toTarget = Target - getAbsolutePosition();
|
||
|
ISceneNode::setRotation(toTarget.getHorizontalAngle());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//! 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 CCameraSceneNode::setRotation(const core::vector3df& rotation)
|
||
|
{
|
||
|
if(TargetAndRotationAreBound)
|
||
|
Target = getAbsolutePosition() + rotation.rotationToDirection();
|
||
|
|
||
|
ISceneNode::setRotation(rotation);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Gets the current look at target of the camera
|
||
|
//! \return Returns the current look at target of the camera
|
||
|
const core::vector3df& CCameraSceneNode::getTarget() const
|
||
|
{
|
||
|
return Target;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! sets the up vector of the camera
|
||
|
//! \param pos: New upvector of the camera.
|
||
|
void CCameraSceneNode::setUpVector(const core::vector3df& pos)
|
||
|
{
|
||
|
UpVector = pos;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Gets the up vector of the camera.
|
||
|
//! \return Returns the up vector of the camera.
|
||
|
const core::vector3df& CCameraSceneNode::getUpVector() const
|
||
|
{
|
||
|
return UpVector;
|
||
|
}
|
||
|
|
||
|
|
||
|
f32 CCameraSceneNode::getNearValue() const
|
||
|
{
|
||
|
return ZNear;
|
||
|
}
|
||
|
|
||
|
|
||
|
f32 CCameraSceneNode::getFarValue() const
|
||
|
{
|
||
|
return ZFar;
|
||
|
}
|
||
|
|
||
|
|
||
|
f32 CCameraSceneNode::getAspectRatio() const
|
||
|
{
|
||
|
return Aspect;
|
||
|
}
|
||
|
|
||
|
|
||
|
f32 CCameraSceneNode::getFOV() const
|
||
|
{
|
||
|
return Fovy;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCameraSceneNode::setNearValue(f32 f)
|
||
|
{
|
||
|
ZNear = f;
|
||
|
recalculateProjectionMatrix();
|
||
|
ViewArea.setFarNearDistance(ZFar - ZNear);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCameraSceneNode::setFarValue(f32 f)
|
||
|
{
|
||
|
ZFar = f;
|
||
|
recalculateProjectionMatrix();
|
||
|
ViewArea.setFarNearDistance(ZFar - ZNear);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCameraSceneNode::setAspectRatio(f32 f)
|
||
|
{
|
||
|
Aspect = f;
|
||
|
recalculateProjectionMatrix();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCameraSceneNode::setFOV(f32 f)
|
||
|
{
|
||
|
Fovy = f;
|
||
|
recalculateProjectionMatrix();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCameraSceneNode::recalculateProjectionMatrix()
|
||
|
{
|
||
|
ViewArea.getTransform ( video::ETS_PROJECTION ).buildProjectionMatrixPerspectiveFovLH(Fovy, Aspect, ZNear, ZFar, HasD3DStyleProjectionMatrix);
|
||
|
IsOrthogonal = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! prerender
|
||
|
void CCameraSceneNode::OnRegisterSceneNode()
|
||
|
{
|
||
|
if ( SceneManager->getActiveCamera () == this )
|
||
|
SceneManager->registerNodeForRendering(this, ESNRP_CAMERA);
|
||
|
|
||
|
ISceneNode::OnRegisterSceneNode();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! render
|
||
|
void CCameraSceneNode::render()
|
||
|
{
|
||
|
updateMatrices();
|
||
|
|
||
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||
|
if ( driver)
|
||
|
{
|
||
|
driver->setTransform(video::ETS_PROJECTION, ViewArea.getTransform ( video::ETS_PROJECTION) );
|
||
|
driver->setTransform(video::ETS_VIEW, ViewArea.getTransform ( video::ETS_VIEW) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//! update
|
||
|
void CCameraSceneNode::updateMatrices()
|
||
|
{
|
||
|
core::vector3df pos = getAbsolutePosition();
|
||
|
core::vector3df tgtv = Target - pos;
|
||
|
tgtv.normalize();
|
||
|
|
||
|
// if upvector and vector to the target are the same, we have a
|
||
|
// problem. so solve this problem:
|
||
|
core::vector3df up = UpVector;
|
||
|
up.normalize();
|
||
|
|
||
|
f32 dp = tgtv.dotProduct(up);
|
||
|
|
||
|
if ( core::equals(core::abs_<f32>(dp), 1.f) )
|
||
|
{
|
||
|
up.X += 0.5f;
|
||
|
}
|
||
|
|
||
|
ViewArea.getTransform(video::ETS_VIEW).buildCameraLookAtMatrixLH(pos, Target, up);
|
||
|
ViewArea.getTransform(video::ETS_VIEW) *= Affector;
|
||
|
recalculateViewArea();
|
||
|
}
|
||
|
|
||
|
//! returns the axis aligned bounding box of this node
|
||
|
const core::aabbox3d<f32>& CCameraSceneNode::getBoundingBox() const
|
||
|
{
|
||
|
// NOTE: We deliberately don't return the boundingbox of the ViewArea. People can access that already.
|
||
|
// We want to prevent cameras from having their bounding box colliding in the SceneCollisionManager.
|
||
|
// If another boundingbox is ever necessary then please move BoundingBox to ICameraSceneNode and make it accessible (via a setter or an enum with options).
|
||
|
return BoundingBox;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns the view frustum.
|
||
|
const SViewFrustum* CCameraSceneNode::getViewFrustum() const
|
||
|
{
|
||
|
return &ViewArea;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCameraSceneNode::recalculateViewArea()
|
||
|
{
|
||
|
ViewArea.cameraPosition = getAbsolutePosition();
|
||
|
|
||
|
core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
|
||
|
m.setbyproduct_nocheck(ViewArea.getTransform(video::ETS_PROJECTION),
|
||
|
ViewArea.getTransform(video::ETS_VIEW));
|
||
|
ViewArea.setFrom(m, HasD3DStyleProjectionMatrix);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Writes attributes of the scene node.
|
||
|
void CCameraSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
||
|
{
|
||
|
ICameraSceneNode::serializeAttributes(out, options);
|
||
|
|
||
|
out->addVector3d("Target", Target);
|
||
|
out->addVector3d("UpVector", UpVector);
|
||
|
out->addFloat("Fovy", Fovy);
|
||
|
out->addFloat("Aspect", Aspect);
|
||
|
out->addFloat("ZNear", ZNear);
|
||
|
out->addFloat("ZFar", ZFar);
|
||
|
out->addBool("Binding", TargetAndRotationAreBound);
|
||
|
out->addBool("ReceiveInput", InputReceiverEnabled);
|
||
|
}
|
||
|
|
||
|
//! Reads attributes of the scene node.
|
||
|
void CCameraSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
||
|
{
|
||
|
ICameraSceneNode::deserializeAttributes(in, options);
|
||
|
|
||
|
Target = in->getAttributeAsVector3d("Target");
|
||
|
UpVector = in->getAttributeAsVector3d("UpVector");
|
||
|
Fovy = in->getAttributeAsFloat("Fovy");
|
||
|
Aspect = in->getAttributeAsFloat("Aspect");
|
||
|
ZNear = in->getAttributeAsFloat("ZNear");
|
||
|
ZFar = in->getAttributeAsFloat("ZFar");
|
||
|
TargetAndRotationAreBound = in->getAttributeAsBool("Binding");
|
||
|
if ( in->findAttribute("ReceiveInput") )
|
||
|
InputReceiverEnabled = in->getAttributeAsBool("ReceiveInput");
|
||
|
|
||
|
recalculateProjectionMatrix();
|
||
|
recalculateViewArea();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Set the binding between the camera's rotation adn target.
|
||
|
void CCameraSceneNode::bindTargetAndRotation(bool bound)
|
||
|
{
|
||
|
TargetAndRotationAreBound = bound;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Gets the binding between the camera's rotation and target.
|
||
|
bool CCameraSceneNode::getTargetAndRotationBinding(void) const
|
||
|
{
|
||
|
return TargetAndRotationAreBound;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Creates a clone of this scene node and its children.
|
||
|
ISceneNode* CCameraSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
|
||
|
{
|
||
|
ICameraSceneNode::clone(newParent, newManager);
|
||
|
|
||
|
if (!newParent)
|
||
|
newParent = Parent;
|
||
|
if (!newManager)
|
||
|
newManager = SceneManager;
|
||
|
|
||
|
CCameraSceneNode* nb = new CCameraSceneNode(newParent,
|
||
|
newManager, ID, RelativeTranslation, Target);
|
||
|
|
||
|
nb->ISceneNode::cloneMembers(this, newManager);
|
||
|
nb->ICameraSceneNode::cloneMembers(this);
|
||
|
|
||
|
nb->Target = Target;
|
||
|
nb->UpVector = UpVector;
|
||
|
nb->Fovy = Fovy;
|
||
|
nb->Aspect = Aspect;
|
||
|
nb->ZNear = ZNear;
|
||
|
nb->ZFar = ZFar;
|
||
|
nb->ViewArea = ViewArea;
|
||
|
nb->Affector = Affector;
|
||
|
nb->InputReceiverEnabled = InputReceiverEnabled;
|
||
|
nb->TargetAndRotationAreBound = TargetAndRotationAreBound;
|
||
|
|
||
|
if ( newParent )
|
||
|
nb->drop();
|
||
|
return nb;
|
||
|
}
|
||
|
|
||
|
|
||
|
} // end namespace
|
||
|
} // end namespace
|
||
|
|