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ryzom-core/code/nel/include/nel/3d/camera.h

264 lines
7.6 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_CAMERA_H
#define NL_CAMERA_H
#include "nel/3d/frustum.h"
#include "nel/3d/transform.h"
namespace NL3D
{
// ***************************************************************************
// ClassIds.
const NLMISC::CClassId CameraId=NLMISC::CClassId(0x5752634c, 0x6abe76f5);
// ***************************************************************************
/**
* A camera descriptor
*
* Used to export or build a CCamera.
*/
class CCameraInfo
{
public:
CCameraInfo ();
NLMISC::CVector Pos;
NLMISC::CVector TargetPos;
float Roll;
float Fov;
bool TargetMode;
bool UseFov;
void serial (NLMISC::IStream &s);
};
// ***************************************************************************
/**
* A Camera node, based on a CTransform node.
* The camera looks in his local Y direction (see CScene).
*
* No special traverse*()
* - has default behavior of a transform.
* - can't be clipped (well... :) ).
* - is not lightable
* - is not renderable
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CCamera : public CTransform
{
public:
/// Call at the begining of the program, to register the model
static void registerBasic();
public:
/// Build a camera
void build (const CCameraInfo &info);
/// Set the frustum of the camera.
void setFrustum(const CFrustum &f) {_Frustum= f;}
/// Get the frustum of the camera.
const CFrustum& getFrustum() const {return _Frustum;}
/// 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);
/** enable FOV animation. (default is false). see setPerspective(). znear and zfar are kept from previous setup.
* NB: as setPerspective(), fov is the full horizontal angle of camera (in radians).
*/
bool enableFovAnimation(bool en, float aspectRatio= 4.0f / 3.0f)
{
_FovAnimationEnabled= en;
if(en)
_FovAnimationAspectRatio= aspectRatio;
return true;
}
/** enable Target/Roll animation. (default is false). TTransform mode is forced to RotQuatMode. Roll is forced to 0.
* The camera builds the rot matrix from the animated target/roll.
*/
bool enableTargetAnimation(bool en)
{
setTransformMode(ITransformable::RotQuat);
_TargetAnimationEnabled= en;
_Roll.Value= 0;
return true;
}
/// \name Get / Set some values
/// Works only if enableTargetAnimation.
void setTargetPos(const CVector &pos)
{
nlassert(_TargetAnimationEnabled);
_Target.Value= pos;
touch(TargetValue, OwnerBit);
}
/// Works only if enableTargetAnimation.
void setTargetPos(float x, float y, float z)
{
setTargetPos(CVector(x,y,z));
}
/// Works only if enableTargetAnimation.
void setRoll(float roll)
{
nlassert(_TargetAnimationEnabled);
_Roll.Value = roll;
touch(RollValue, OwnerBit);
}
/// Works only if enableFovAnimation.
void setFov(float fov)
{
nlassert(_FovAnimationEnabled);
_Fov.Value = fov;
touch(FovValue, OwnerBit);
}
/// Works only if enableTargetAnimation.
void getTargetPos(CVector &pos) const
{
nlassert(_TargetAnimationEnabled);
pos=_Target.Value;
}
/// Works only if enableTargetAnimation.
float getRoll() const
{
nlassert(_TargetAnimationEnabled);
return _Roll.Value;
}
/// Works only if enableFovAnimation.
float getFov() const
{
nlassert(_FovAnimationEnabled);
return _Fov.Value;
}
/// \name Get some track name
// @{
/** Return the name of the fov track.
* NB: as setPerspective(), fov is the full horizontal angle of camera (in radians).
*/
static const char *getFovValueName() {return "fov";}
/// Return the name of the target track. This target is in the parent space of camera.
static const char *getTargetValueName() {return "target";}
/// Return the name of the roll track
static const char *getRollValueName() {return "roll";}
// @}
/// \name From Ianimatable.
// @{
enum TAnimValues
{
OwnerBit= CTransform::AnimValueLast,
FovValue ,
TargetValue,
RollValue, // Roll is the roll angle in radians.
AnimValueLast,
};
/// From IAnimatable
virtual IAnimatedValue* getValue (uint valueId);
/// From IAnimatable
virtual const char *getValueName (uint valueId) const;
/// Default Track Values for are identity (roll= 0, target= CVector::Null, fov=Pi/2).
virtual ITrack* getDefaultTrack (uint valueId);
/// register camera channels (in global anim mode).
virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix);
// @}
/// \name access default tracks.
// @{
CTrackDefaultVector* getDefaultPos () {return &_DefaultPos;}
CTrackDefaultVector* getDefaultTargetPos () {return &_DefaultTargetPos;}
// @}
/// Build the camera Pyramid from current worldMatrix, and frustum
void buildCameraPyramid(std::vector<NLMISC::CPlane> &pyramid, bool useWorldMatrix);
/// Compute corners of the camera Pyramid from current worldMatrix, and frustum
void buildCameraPyramidCorners(std::vector<NLMISC::CVector> &pyramidCorners, bool useWorldMatrix);
protected:
/// Constructor
CCamera();
/// Destructor
virtual ~CCamera() {}
// NB: znear and zfar are be >0 (if perspective).
CFrustum _Frustum;
/// Implement the update method.
virtual void update();
private:
static CTransform *creator() {return new CCamera;}
private:
bool _FovAnimationEnabled;
bool _TargetAnimationEnabled;
float _FovAnimationAspectRatio;
// AnimValues.
CAnimatedValueFloat _Fov;
CAnimatedValueVector _Target;
CAnimatedValueFloat _Roll;
CTrackDefaultVector _DefaultPos;
CTrackDefaultVector _DefaultTargetPos;
// Default tracks.
static CTrackDefaultFloat DefaultFov; //( NLMISC::Pi/2 );
static CTrackDefaultFloat DefaultRoll; //( 0 );
};
}
#endif // NL_CAMERA_H
/* End of camera.h */