mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-11 20:04:46 +00:00
103 lines
3.4 KiB
C++
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 */
|