khanat-code-old/code/nel/include/nel/3d/u_camera.h
2015-03-07 17:01:14 +01:00

103 lines
3.4 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_U_CAMERA_H
#define NL_U_CAMERA_H
#include "nel/misc/types_nl.h"
#include "u_transform.h"
#include "frustum.h"
namespace NL3D
{
// ***************************************************************************
/**
* Game interface for manipulating Camera.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class UCamera : public UTransform
{
public:
/// \name Default Camera frustum (perspective).
//@{
static const float DefLx; //=0.26f;
static const float DefLy; //=0.2f;
static const float DefLzNear; //=0.15f;
static const float DefLzFar; //=1000.0f;
//@}
public:
/// \name Frustum
// @{
/// Set the frustum of the camera.
void setFrustum(const CFrustum &f);
/// Get the frustum of the camera.
const CFrustum& getFrustum() const;
/// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
void setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective= true);
/// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
void setFrustum(float width, float height, float znear, float zfar, bool perspective= true);
/// Get the camera frustum.
void getFrustum(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const ;
/// Is a ortho camera?
bool isOrtho() const;
/// Is a perspective camera?
bool isPerspective() const;
/** Setup a perspective camera, giving a fov in radians.
* \param fov the horizontal angle of view, in radians. (Pi/2 as example)
* \param aspectRatio the ratio horizontal/vertical (1.33 as example).
* \param znear the front clipping plane distance.
* \param zfar the back clipping plane distance.
*/
void setPerspective(float fov, float aspectRatio, float znear, float zfar);
// @}
/// \name Misc
// @{
void buildCameraPyramid(std::vector<NLMISC::CPlane> &pyramid, bool useWorldMatrix);
void buildCameraPyramidCorners(std::vector<NLMISC::CVector> &pyramidCorners, bool useWorldMatrix);
// @}
/// Proxy interface
/// Constructors
UCamera() { _Object = NULL; }
UCamera(class CCamera *object) { _Object = (ITransformable*)object; };
/// Attach an object to this proxy
void attach(class CCamera *object) { _Object = (ITransformable*)object; }
/// Detach the object
void detach() { _Object = NULL; }
/// Return true if the proxy is empty() (not attached)
bool empty() const {return _Object==NULL;}
/// For advanced usage, get the internal object ptr
class CCamera *getObjectPtr() const {return (CCamera*)_Object;}
};
} // NL3D
#endif // NL_U_CAMERA_H
/* End of u_camera.h */