// 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 #include "CCameraSceneNode.h" #include "ISceneManager.h" #include "IVideoDriver.h" #include "os.h" namespace irr { namespace scene { //! constructor CCameraSceneNode::CCameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, const core::vector3df& lookat) : ICameraSceneNode(parent, mgr, id, position, core::vector3df(0.0f, 0.0f, 0.0f), core::vector3df(1.0f, 1.0f, 1.0f)), InputReceiverEnabled(true) { #ifdef _DEBUG setDebugName("CCameraSceneNode"); #endif // set default view UpVector.set(0.0f, 1.0f, 0.0f); Target.set(lookat); // set default projection Fovy = core::PI / 2.5f; // Field of view, in radians. Aspect = 4.0f / 3.0f; // Aspect ratio. ZNear = 1.0f; // value of the near view-plane. ZFar = 3000.0f; // Z-value of the far view-plane. video::IVideoDriver* d = mgr->getVideoDriver(); if (d) Aspect = (f32)d->getCurrentRenderTargetSize().Width / (f32)d->getCurrentRenderTargetSize().Height; recalculateProjectionMatrix(); recalculateViewArea(); } //! destructor CCameraSceneNode::~CCameraSceneNode() { } //! Disables or enables the camera to get key or mouse inputs. void CCameraSceneNode::setInputReceiverEnabled(bool enabled) { InputReceiverEnabled = enabled; } //! Returns if the input receiver of the camera is currently enabled. bool CCameraSceneNode::isInputReceiverEnabled() { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return InputReceiverEnabled; } //! Sets the projection matrix of the camera. The core::matrix4 class has some methods //! to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH //! \param projection: The new projection matrix of the camera. void CCameraSceneNode::setProjectionMatrix(const core::matrix4& projection) { ViewArea.Matrices [ video::ETS_PROJECTION ] = projection; ViewArea.setTransformState ( video::ETS_PROJECTION ); } //! Gets the current projection matrix of the camera //! \return Returns the current projection matrix of the camera. const core::matrix4& CCameraSceneNode::getProjectionMatrix() { return ViewArea.Matrices [ video::ETS_PROJECTION ]; } //! Gets the current view matrix of the camera //! \return Returns the current view matrix of the camera. const core::matrix4& CCameraSceneNode::getViewMatrix() { return ViewArea.Matrices [ video::ETS_VIEW ]; } //! 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 scene::ISceneManager::addMayaCameraSceneNode or //! scene::ISceneManager::addFPSCameraSceneNode, may want to get this input //! for changing their position, look at target or whatever. bool CCameraSceneNode::OnEvent(SEvent event) { return false; } //! sets the look at target of the camera //! \param pos: Look at target of the camera. void CCameraSceneNode::setTarget(const core::vector3df& pos) { Target = pos; } //! Gets the current look at target of the camera //! \return Returns the current look at target of the camera core::vector3df CCameraSceneNode::getTarget() const { return Target; } //! sets the up vector of the camera //! \param pos: New upvector of the camera. void CCameraSceneNode::setUpVector(const core::vector3df& pos) { UpVector = pos; } //! Gets the up vector of the camera. //! \return Returns the up vector of the camera. core::vector3df CCameraSceneNode::getUpVector() const { return UpVector; } f32 CCameraSceneNode::getNearValue() { return ZNear; } f32 CCameraSceneNode::getFarValue() { return ZFar; } f32 CCameraSceneNode::getAspectRatio() { return Aspect; } f32 CCameraSceneNode::getFOV() { return Fovy; } void CCameraSceneNode::setNearValue(f32 f) { ZNear = f; recalculateProjectionMatrix(); } void CCameraSceneNode::setFarValue(f32 f) { ZFar = f; recalculateProjectionMatrix(); } void CCameraSceneNode::setAspectRatio(f32 f) { Aspect = f; recalculateProjectionMatrix(); } void CCameraSceneNode::setFOV(f32 f) { Fovy = f; recalculateProjectionMatrix(); } void CCameraSceneNode::recalculateProjectionMatrix() { ViewArea.Matrices [ video::ETS_PROJECTION ].buildProjectionMatrixPerspectiveFovLH(Fovy, Aspect, ZNear, ZFar); ViewArea.setTransformState ( video::ETS_PROJECTION ); } //! prerender void CCameraSceneNode::OnRegisterSceneNode() { // if upvector and vector to the target are the same, we have a // problem. so solve this problem: core::vector3df pos = getAbsolutePosition(); core::vector3df tgtv = Target - pos; tgtv.normalize(); core::vector3df up = UpVector; up.normalize(); f32 dp = tgtv.dotProduct(up); if ( core::equals ( fabs ( dp ), 1.f ) ) { up.X += 0.5f; } ViewArea.Matrices [ video::ETS_VIEW ].buildCameraLookAtMatrixLH(pos, Target, up); ViewArea.setTransformState ( video::ETS_VIEW ); recalculateViewArea(); if ( SceneManager->getActiveCamera () == this ) SceneManager->registerNodeForRendering(this, ESNRP_CAMERA); if (IsVisible) ISceneNode::OnRegisterSceneNode(); } //! render void CCameraSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); if ( driver) { driver->setTransform(video::ETS_PROJECTION, ViewArea.Matrices [ video::ETS_PROJECTION ] ); driver->setTransform(video::ETS_VIEW, ViewArea.Matrices [ video::ETS_VIEW ] ); } } //! returns the axis aligned bounding box of this node const core::aabbox3d& CCameraSceneNode::getBoundingBox() const { return ViewArea.getBoundingBox(); } //! returns the view frustum. needed sometimes by bsp or lod render nodes. const SViewFrustum* CCameraSceneNode::getViewFrustum() const { return &ViewArea; } core::vector3df CCameraSceneNode::getAbsolutePosition() const { return AbsoluteTransformation.getTranslation(); } void CCameraSceneNode::recalculateViewArea() { ViewArea.cameraPosition = getAbsolutePosition(); ViewArea.setFrom ( ViewArea.Matrices [ SViewFrustum::ETS_VIEW_PROJECTION_3 ] ); /* video::IVideoDriver* driver = SceneManager->getVideoDriver(); if ( driver) { driver->setTransform(video::ETS_PROJECTION, ViewArea.Matrices [ video::ETS_PROJECTION ] ); driver->setTransform(video::ETS_VIEW, ViewArea.Matrices [ video::ETS_VIEW ] ); } */ } //! Writes attributes of the scene node. void CCameraSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) { ISceneNode::serializeAttributes(out, options); out->addVector3d("Target", Target); out->addVector3d("UpVector", UpVector); out->addFloat("Fovy", Fovy); out->addFloat("Aspect", Aspect); out->addFloat("ZNear", ZNear); out->addFloat("ZFar", ZFar); } //! Reads attributes of the scene node. void CCameraSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { ISceneNode::deserializeAttributes(in, options); Target = in->getAttributeAsVector3d("Target"); UpVector = in->getAttributeAsVector3d("UpVector"); Fovy = in->getAttributeAsFloat("Fovy"); Aspect = in->getAttributeAsFloat("Aspect"); ZNear = in->getAttributeAsFloat("ZNear"); ZFar = in->getAttributeAsFloat("ZFar"); recalculateProjectionMatrix(); recalculateViewArea(); } } // end namespace } // end namespace