// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_CAMERA_SCENE_NODE_H_INCLUDED__ #define __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); //! Gets the current projection matrix of the camera //! \return Returns the current projection matrix of the camera. virtual const core::matrix4& getProjectionMatrix() const; //! Gets the current view matrix of the camera //! \return Returns the current view matrix of the camera. virtual const core::matrix4& getViewMatrix() const; //! Sets a custom view matrix affector. /** \param affector: The affector matrix. */ virtual void setViewMatrixAffector(const core::matrix4& affector); //! Gets the custom view matrix affector. virtual const core::matrix4& getViewMatrixAffector() const; //! 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); //! 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); //! 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); //! Gets the current look at target of the camera /** \return The current look at target of the camera */ virtual const core::vector3df& getTarget() const; //! Sets the up vector of the camera. //! \param pos: New upvector of the camera. virtual void setUpVector(const core::vector3df& pos); //! Gets the up vector of the camera. //! \return Returns the up vector of the camera. virtual const core::vector3df& getUpVector() const; //! Gets distance from the camera to the near plane. //! \return Value of the near plane of the camera. virtual f32 getNearValue() const; //! Gets the distance from the camera to the far plane. //! \return Value of the far plane of the camera. virtual f32 getFarValue() const; //! Get the aspect ratio of the camera. //! \return The aspect ratio of the camera. virtual f32 getAspectRatio() const; //! Gets the field of view of the camera. //! \return Field of view of the camera virtual f32 getFOV() const; //! Sets the value of the near clipping plane. (default: 1.0f) virtual void setNearValue(f32 zn); //! Sets the value of the far clipping plane (default: 2000.0f) virtual void setFarValue(f32 zf); //! Sets the aspect ratio (default: 4.0f / 3.0f) virtual void setAspectRatio(f32 aspect); //! Sets the field of view (Default: PI / 3.5f) virtual void setFOV(f32 fovy); //! PreRender event virtual void OnRegisterSceneNode(); //! Render virtual void render(); //! Returns the axis aligned bounding box of this node virtual const core::aabbox3d<f32>& getBoundingBox() const; //! Returns the view area. Sometimes needed by bsp or lod render nodes. virtual const SViewFrustum* getViewFrustum() const; //! 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); //! Returns if the input receiver of the camera is currently enabled. virtual bool isInputReceiverEnabled() const; //! Writes attributes of the scene node. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; //! Reads attributes of the scene node. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const { return ESNT_CAMERA; } //! Binds the camera scene node's rotation to its target position and vice vera, or unbinds them. virtual void bindTargetAndRotation(bool bound); //! Queries if the camera scene node's rotation and its target position are bound together. virtual bool getTargetAndRotationBinding(void) const; //! Creates a clone of this scene node and its children. virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0); protected: void recalculateProjectionMatrix(); void recalculateViewArea(); 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. SViewFrustum ViewArea; core::matrix4 Affector; bool InputReceiverEnabled; bool TargetAndRotationAreBound; }; } // end namespace } // end namespace #endif
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