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// 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 __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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