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irr/include/ICameraSceneNode.h
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irr/include/ICameraSceneNode.h
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// 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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#pragma once
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#include "ISceneNode.h"
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#include "IEventReceiver.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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struct SViewFrustum;
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//! Scene Node which is a (controllable) camera.
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/** The whole scene will be rendered from the cameras point of view.
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Because the ICameraSceneNode is a SceneNode, it can be attached to any
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other scene node, and will follow its parents movement, rotation and so
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on.
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*/
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class ICameraSceneNode : public ISceneNode, public IEventReceiver
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{
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public:
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//! Constructor
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ICameraSceneNode(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 &rotation = core::vector3df(0, 0, 0),
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const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)) :
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ISceneNode(parent, mgr, id, position, rotation, scale),
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IsOrthogonal(false) {}
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//! Sets the projection matrix of the camera.
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/** The core::matrix4 class has some methods to build a
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projection matrix. e.g:
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core::matrix4::buildProjectionMatrixPerspectiveFovLH.
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Note that the matrix will only stay as set by this method until
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one of the following Methods are called: setNearValue,
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setFarValue, setAspectRatio, setFOV.
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NOTE: The frustum is not updated before render() is called
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unless you explicitly call updateMatrices()
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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
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orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho).
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*/
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virtual void setProjectionMatrix(const core::matrix4 &projection, bool isOrthogonal = false) = 0;
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//! Gets the current projection matrix of the camera.
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/** \return The current projection matrix of the camera. */
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virtual const core::matrix4 &getProjectionMatrix() const = 0;
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//! Gets the current view matrix of the camera.
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/** \return The current view matrix of the camera. */
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virtual const core::matrix4 &getViewMatrix() const = 0;
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//! Sets a custom view matrix affector.
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/** The matrix passed here, will be multiplied with the view
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matrix when it gets updated. This allows for custom camera
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setups like, for example, a reflection camera.
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\param affector The affector matrix. */
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virtual void setViewMatrixAffector(const core::matrix4 &affector) = 0;
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//! Get the custom view matrix affector.
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/** \return The affector matrix. */
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virtual const core::matrix4 &getViewMatrixAffector() const = 0;
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//! It is possible to send mouse and key events to the camera.
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/** Most cameras may ignore this input, but camera scene nodes
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which are created for example with
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ISceneManager::addCameraSceneNodeMaya or
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ISceneManager::addCameraSceneNodeFPS, may want to get
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this input for changing their position, look at target or
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whatever. */
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bool OnEvent(const SEvent &event) override = 0;
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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
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bindTargetAndRotation() ) then calling this will also change
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the camera's scene node rotation to match the target.
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Note that setTarget uses the current absolute position
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internally, so if you changed setPosition since last rendering you must
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call updateAbsolutePosition before using this function.
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\param pos Look at target of the camera, in world co-ordinates. */
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virtual void setTarget(const core::vector3df &pos) = 0;
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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
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bindTargetAndRotation() ) then calling this will also change
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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 = 0;
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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, in world co-ordinates */
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virtual const core::vector3df &getTarget() const = 0;
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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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virtual void setUpVector(const core::vector3df &pos) = 0;
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//! Gets the up vector of the camera.
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/** \return The up vector of the camera, in world space. */
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virtual const core::vector3df &getUpVector() const = 0;
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//! Gets the value of the near plane of the camera.
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/** \return The value of the near plane of the camera. */
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virtual f32 getNearValue() const = 0;
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//! Gets the value of the far plane of the camera.
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/** \return The value of the far plane of the camera. */
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virtual f32 getFarValue() const = 0;
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//! Gets the aspect ratio of the camera.
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/** \return The aspect ratio of the camera. */
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virtual f32 getAspectRatio() const = 0;
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//! Gets the field of view of the camera.
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/** \return The field of view of the camera in radians. */
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virtual f32 getFOV() const = 0;
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//! Sets the value of the near clipping plane. (default: 1.0f)
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/** \param zn: New z near value. */
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virtual void setNearValue(f32 zn) = 0;
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//! Sets the value of the far clipping plane (default: 2000.0f)
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/** \param zf: New z far value. */
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virtual void setFarValue(f32 zf) = 0;
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//! Sets the aspect ratio (default: 4.0f / 3.0f)
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/** \param aspect: New aspect ratio. */
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virtual void setAspectRatio(f32 aspect) = 0;
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//! Sets the field of view (Default: PI / 2.5f)
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/** \param fovy: New field of view in radians. */
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virtual void setFOV(f32 fovy) = 0;
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//! Get the view frustum.
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/** \return The current view frustum. */
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virtual const SViewFrustum *getViewFrustum() const = 0;
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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
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inputs otherwise not. */
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virtual void setInputReceiverEnabled(bool enabled) = 0;
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//! Checks if the input receiver of the camera is currently enabled.
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virtual bool isInputReceiverEnabled() const = 0;
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//! Checks if a camera is orthogonal.
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virtual bool isOrthogonal() const
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{
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return IsOrthogonal;
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}
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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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/** When bound, calling setRotation() will update the camera's
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target position to be along its +Z axis, and likewise calling
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setTarget() will update its rotation so that its +Z axis will
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point at the target point. FPS camera use this binding by
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default; other cameras do not.
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\param bound True to bind the camera's scene node rotation
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and targeting, false to unbind them.
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@see getTargetAndRotationBinding() */
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virtual void bindTargetAndRotation(bool bound) = 0;
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//! Updates the matrices without uploading them to the driver
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virtual void updateMatrices() = 0;
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//! Queries if the camera scene node's rotation and its target position are bound together.
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/** @see bindTargetAndRotation() */
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virtual bool getTargetAndRotationBinding(void) const = 0;
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protected:
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void cloneMembers(const ICameraSceneNode *toCopyFrom)
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{
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IsOrthogonal = toCopyFrom->IsOrthogonal;
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}
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bool IsOrthogonal;
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};
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} // end namespace scene
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} // end namespace irr
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