// 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() = 0; //! Gets the current view matrix of the camera. /** \return Returns the current view matrix of the camera. */ virtual const core::matrix4& getViewMatrix() = 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(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() = 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() = 0; //! Gets the aspect ratio of the camera. /** \return Returns the aspect ratio of the camera. */ virtual f32 getAspectRatio() = 0; //! Gets the field of view of the camera. /** \return Returns the field of view of the camera in radiants. */ virtual f32 getFOV() = 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() = 0; //! Returns if a camera is orthogonal. /** This setting does not change anything of the view or projection matrix. However it influences how collision detection and picking is done with this camera. */ virtual bool isOrthogonal() { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return IsOrthogonal; } //! Sets if this camera should return if it is orthogonal. /** This setting does not change anything of the view or projection matrix. However it influences how collision detection and picking is done with this camera. */ void setIsOrthogonal( bool orthogonal ) { IsOrthogonal = orthogonal; } private: bool IsOrthogonal; }; } // end namespace scene } // end namespace irr #endif