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103 lines
3.5 KiB
C++
103 lines
3.5 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_U_CAMERA_H
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#define NL_U_CAMERA_H
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#include "nel/misc/types_nl.h"
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#include "u_transform.h"
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#include "frustum.h"
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* Game interface for manipulating Camera.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class UCamera : public UTransform
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{
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public:
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/// \name Default Camera frustum (perspective).
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//@{
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static const float DefLx; //=0.26f;
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static const float DefLy; //=0.2f;
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static const float DefLzNear; //=0.15f;
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static const float DefLzFar; //=1000.0f;
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//@}
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public:
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/// \name Frustum
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// @{
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/// Set the frustum of the camera.
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void setFrustum(const CFrustum &f);
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/// Get the frustum of the camera.
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const CFrustum& getFrustum() const;
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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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// @}
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/// \name Misc
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// @{
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void buildCameraPyramid(std::vector<NLMISC::CPlane> &pyramid, bool useWorldMatrix);
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void buildCameraPyramidCorners(std::vector<NLMISC::CVector> &pyramidCorners, bool useWorldMatrix);
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// @}
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/// Proxy interface
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/// Constructors
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UCamera() { _Object = NULL; }
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UCamera(class CCamera *object) { _Object = (ITransformable*)object; };
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/// Attach an object to this proxy
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void attach(class CCamera *object) { _Object = (ITransformable*)object; }
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/// Detach the object
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void detach() { _Object = NULL; }
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/// Return true if the proxy is empty() (not attached)
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bool empty() const {return _Object==NULL;}
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/// For advanced usage, get the internal object ptr
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class CCamera *getObjectPtr() const {return (CCamera*)_Object;}
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};
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} // NL3D
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#endif // NL_U_CAMERA_H
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/* End of u_camera.h */
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