263 lines
7.6 KiB
C++
263 lines
7.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_CAMERA_H
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#define NL_CAMERA_H
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#include "nel/3d/frustum.h"
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#include "nel/3d/transform.h"
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namespace NL3D
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{
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId CameraId=NLMISC::CClassId(0x5752634c, 0x6abe76f5);
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// ***************************************************************************
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/**
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* A camera descriptor
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*
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* Used to export or build a CCamera.
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*/
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class CCameraInfo
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{
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public:
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CCameraInfo ();
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NLMISC::CVector Pos;
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NLMISC::CVector TargetPos;
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float Roll;
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float Fov;
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bool TargetMode;
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bool UseFov;
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void serial (NLMISC::IStream &s);
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};
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// ***************************************************************************
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/**
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* A Camera node, based on a CTransform node.
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* The camera looks in his local Y direction (see CScene).
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*
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* No special traverse*()
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* - has default behavior of a transform.
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* - can't be clipped (well... :) ).
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* - is not lightable
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* - is not renderable
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CCamera : public CTransform
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{
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public:
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/// Call at the begining of the program, to register the model
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static void registerBasic();
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public:
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/// Build a camera
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void build (const CCameraInfo &info);
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/// Set the frustum of the camera.
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void setFrustum(const CFrustum &f) {_Frustum= f;}
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/// Get the frustum of the camera.
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const CFrustum& getFrustum() const {return _Frustum;}
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/// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
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void setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective= true);
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/// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
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void setFrustum(float width, float height, float znear, float zfar, bool perspective= true);
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/// Get the camera frustum.
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void getFrustum(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const;
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/// Is a ortho camera?
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bool isOrtho() const;
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/// Is a perspective camera?
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bool isPerspective() const;
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/** Setup a perspective camera, giving a fov in radians.
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* \param fov the horizontal angle of view, in radians. (Pi/2 as example)
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* \param aspectRatio the ratio horizontal/vertical (1.33 as example).
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* \param znear the front clipping plane distance.
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* \param zfar the back clipping plane distance.
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*/
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void setPerspective(float fov, float aspectRatio, float znear, float zfar);
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/** enable FOV animation. (default is false). see setPerspective(). znear and zfar are kept from previous setup.
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* NB: as setPerspective(), fov is the full horizontal angle of camera (in radians).
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*/
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bool enableFovAnimation(bool en, float aspectRatio= 4.0f / 3.0f)
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{
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_FovAnimationEnabled= en;
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if(en)
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_FovAnimationAspectRatio= aspectRatio;
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return true;
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}
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/** enable Target/Roll animation. (default is false). TTransform mode is forced to RotQuatMode. Roll is forced to 0.
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* The camera builds the rot matrix from the animated target/roll.
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*/
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bool enableTargetAnimation(bool en)
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{
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setTransformMode(ITransformable::RotQuat);
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_TargetAnimationEnabled= en;
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_Roll.Value= 0;
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return true;
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}
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/// \name Get / Set some values
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/// Works only if enableTargetAnimation.
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void setTargetPos(const CVector &pos)
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{
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nlassert(_TargetAnimationEnabled);
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_Target.Value= pos;
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touch(TargetValue, OwnerBit);
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}
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/// Works only if enableTargetAnimation.
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void setTargetPos(float x, float y, float z)
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{
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setTargetPos(CVector(x,y,z));
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}
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/// Works only if enableTargetAnimation.
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void setRoll(float roll)
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{
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nlassert(_TargetAnimationEnabled);
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_Roll.Value = roll;
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touch(RollValue, OwnerBit);
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}
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/// Works only if enableFovAnimation.
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void setFov(float fov)
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{
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nlassert(_FovAnimationEnabled);
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_Fov.Value = fov;
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touch(FovValue, OwnerBit);
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}
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/// Works only if enableTargetAnimation.
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void getTargetPos(CVector &pos) const
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{
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nlassert(_TargetAnimationEnabled);
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pos=_Target.Value;
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}
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/// Works only if enableTargetAnimation.
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float getRoll() const
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{
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nlassert(_TargetAnimationEnabled);
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return _Roll.Value;
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}
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/// Works only if enableFovAnimation.
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float getFov() const
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{
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nlassert(_FovAnimationEnabled);
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return _Fov.Value;
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}
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/// \name Get some track name
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// @{
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/** Return the name of the fov track.
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* NB: as setPerspective(), fov is the full horizontal angle of camera (in radians).
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*/
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static const char *getFovValueName() {return "fov";}
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/// Return the name of the target track. This target is in the parent space of camera.
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static const char *getTargetValueName() {return "target";}
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/// Return the name of the roll track
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static const char *getRollValueName() {return "roll";}
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// @}
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/// \name From Ianimatable.
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// @{
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enum TAnimValues
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{
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OwnerBit= CTransform::AnimValueLast,
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FovValue ,
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TargetValue,
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RollValue, // Roll is the roll angle in radians.
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AnimValueLast,
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};
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/// From IAnimatable
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virtual IAnimatedValue* getValue (uint valueId);
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/// From IAnimatable
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virtual const char *getValueName (uint valueId) const;
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/// Default Track Values for are identity (roll= 0, target= CVector::Null, fov=Pi/2).
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virtual ITrack* getDefaultTrack (uint valueId);
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/// register camera channels (in global anim mode).
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virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix);
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// @}
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/// \name access default tracks.
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// @{
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CTrackDefaultVector* getDefaultPos () {return &_DefaultPos;}
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CTrackDefaultVector* getDefaultTargetPos () {return &_DefaultTargetPos;}
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// @}
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/// Build the camera Pyramid from current worldMatrix, and frustum
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void buildCameraPyramid(std::vector<NLMISC::CPlane> &pyramid, bool useWorldMatrix);
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/// Compute corners of the camera Pyramid from current worldMatrix, and frustum
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void buildCameraPyramidCorners(std::vector<NLMISC::CVector> &pyramidCorners, bool useWorldMatrix);
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protected:
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/// Constructor
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CCamera();
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/// Destructor
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virtual ~CCamera() {}
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// NB: znear and zfar are be >0 (if perspective).
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CFrustum _Frustum;
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/// Implement the update method.
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virtual void update();
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private:
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static CTransform *creator() {return new CCamera;}
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private:
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bool _FovAnimationEnabled;
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bool _TargetAnimationEnabled;
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float _FovAnimationAspectRatio;
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// AnimValues.
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CAnimatedValueFloat _Fov;
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CAnimatedValueVector _Target;
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CAnimatedValueFloat _Roll;
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CTrackDefaultVector _DefaultPos;
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CTrackDefaultVector _DefaultTargetPos;
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// Default tracks.
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static CTrackDefaultFloat DefaultFov; //( NLMISC::Pi/2 );
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static CTrackDefaultFloat DefaultRoll; //( 0 );
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};
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}
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#endif // NL_CAMERA_H
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/* End of camera.h */
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