irrlicht/include/ICameraSceneNode.h

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// Copyright (C) 2002-2008 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.
\param isOrthogonal Set this to true if the matrix is an
orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho... */
virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal = false) = 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;
}
protected:
bool IsOrthogonal;
};
} // end namespace scene
} // end namespace irr
#endif