irrlicht/include/ICameraSceneNode.h

150 lines
5.3 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_CAMERA_SCENE_NODE_H_INCLUDED__
#define __I_CAMERA_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "IEventReceiver.h"
namespace irr
{
namespace scene
{
struct SViewFrustum;
//! Scene Node which is a (controlable) camera.
/** The whole scene will be
rendered from the cameras point of view. Because the ICameraScenNode
is a SceneNode, it can be attached to any other scene node, and will
follow its parents movement, rotation and so on.
*/
class ICameraSceneNode : public ISceneNode, public IEventReceiver
{
public:
//! Constructor
ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f))
: ISceneNode(parent, mgr, id, position, rotation, scale), IsOrthogonal(false) {}
//! Destructor
virtual ~ICameraSceneNode() {}
//! Sets the projection matrix of the camera.
/** The core::matrix4 class has some methods
to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH.
Note that the matrix will only stay as set by this method until one of
the following Methods are called: setNearValue, setFarValue, setAspectRatio, setFOV.
\param projection: The new projection matrix of the camera. */
virtual void setProjectionMatrix(const core::matrix4& projection) = 0;
//! Gets the current projection matrix of the camera.
/** \return Returns the current projection matrix of the camera. */
virtual const core::matrix4& getProjectionMatrix() const = 0;
//! Gets the current view matrix of the camera.
/** \return Returns the current view matrix of the camera. */
virtual const core::matrix4& getViewMatrix() const = 0;
//! It is possible to send mouse and key events to the camera.
/** Most cameras
may ignore this input, but camera scene nodes which are created for
example with ISceneManager::addMayaCameraSceneNode or
ISceneManager::addMeshViewerCameraSceneNode, may want to get this input
for changing their position, look at target or whatever. */
virtual bool OnEvent(const SEvent& event) = 0;
//! Sets the look at target of the camera
/** \param pos: Look at target of the camera. */
virtual void setTarget(const core::vector3df& pos) = 0;
//! Gets the current look at target of the camera
/** \return Returns the current look at target of the camera */
virtual core::vector3df getTarget() const = 0;
//! Sets the up vector of the camera.
/** \param pos: New upvector of the camera. */
virtual void setUpVector(const core::vector3df& pos) = 0;
//! Gets the up vector of the camera.
/** \return Returns the up vector of the camera. */
virtual core::vector3df getUpVector() const = 0;
//! Gets the value of the near plane of the camera.
/** \return Returns the value of the near plane of the camera. */
virtual f32 getNearValue() const = 0;
//! Gets the value of the far plane of the camera.
/** \return Returns the value of the far plane of the camera. */
virtual f32 getFarValue() const = 0;
//! Gets the aspect ratio of the camera.
/** \return Returns the aspect ratio of the camera. */
virtual f32 getAspectRatio() const = 0;
//! Gets the field of view of the camera.
/** \return Returns the field of view of the camera in radiants. */
virtual f32 getFOV() const = 0;
//! Sets the value of the near clipping plane. (default: 1.0f)
/** \param zn: New z near value. */
virtual void setNearValue(f32 zn) = 0;
//! Sets the value of the far clipping plane (default: 2000.0f)
/** \param zf: New z far value. */
virtual void setFarValue(f32 zf) = 0;
//! Sets the aspect ratio (default: 4.0f / 3.0f)
/** \param aspect: New aspect ratio. */
virtual void setAspectRatio(f32 aspect) = 0;
//! Sets the field of view (Default: PI / 2.5f)
/** \param fovy: New field of view in radiants. */
virtual void setFOV(f32 fovy) = 0;
//! Returns the view frustum.
/** Needed sometimes by bspTree or LOD render nodes.
\return Returns the current view frustum. */
virtual const SViewFrustum* getViewFrustum() const = 0;
//! Disables or enables the camera to get key or mouse inputs.
/** If this is set to true, the camera will respond to key inputs
otherwise not. */
virtual void setInputReceiverEnabled(bool enabled) = 0;
//! Returns if the input receiver of the camera is currently enabled.
virtual bool isInputReceiverEnabled() const = 0;
//! Returns if a camera is orthogonal.
virtual bool isOrthogonal() const
{
_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
return IsOrthogonal;
}
//! Sets if this camera should return that it is orthogonal.
/** This setting does not change anything of the view or
projection matrix. However, the kind of camera
influences how collision detection and picking is done
and thus can be useful to query.
*/
void setIsOrthogonal( bool orthogonal )
{
IsOrthogonal = orthogonal;
}
private:
bool IsOrthogonal;
};
} // end namespace scene
} // end namespace irr
#endif