1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __Camera_H__ |
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30 | #define __Camera_H__ |
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31 | |
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32 | // Default options |
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33 | #include "OgrePrerequisites.h" |
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34 | |
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35 | #include "OgreString.h" |
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36 | #include "OgreMovableObject.h" |
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37 | |
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38 | // Matrices & Vectors |
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39 | #include "OgreMatrix4.h" |
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40 | #include "OgreVector3.h" |
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41 | #include "OgrePlane.h" |
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42 | #include "OgreQuaternion.h" |
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43 | #include "OgreCommon.h" |
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44 | #include "OgreFrustum.h" |
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45 | #include "OgreRay.h" |
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46 | |
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47 | |
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48 | namespace Ogre { |
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49 | |
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50 | |
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51 | |
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52 | /** A viewpoint from which the scene will be rendered. |
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53 | @remarks |
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54 | OGRE renders scenes from a camera viewpoint into a buffer of |
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55 | some sort, normally a window or a texture (a subclass of |
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56 | RenderTarget). OGRE cameras support both perspective projection (the default, |
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57 | meaning objects get smaller the further away they are) and |
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58 | orthographic projection (blueprint-style, no decrease in size |
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59 | with distance). Each camera carries with it a style of rendering, |
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60 | e.g. full textured, flat shaded, wireframe), field of view, |
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61 | rendering distances etc, allowing you to use OGRE to create |
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62 | complex multi-window views if required. In addition, more than |
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63 | one camera can point at a single render target if required, |
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64 | each rendering to a subset of the target, allowing split screen |
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65 | and picture-in-picture views. |
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66 | @par |
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67 | Cameras maintain their own aspect ratios, field of view, and frustrum, |
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68 | and project co-ordinates into a space measured from -1 to 1 in x and y, |
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69 | and 0 to 1 in z. At render time, the camera will be rendering to a |
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70 | Viewport which will translate these parametric co-ordinates into real screen |
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71 | co-ordinates. Obviously it is advisable that the viewport has the same |
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72 | aspect ratio as the camera to avoid distortion (unless you want it!). |
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73 | @par |
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74 | Note that a Camera can be attached to a SceneNode, using the method |
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75 | SceneNode::attachObject. If this is done the Camera will combine it's own |
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76 | position/orientation settings with it's parent SceneNode. |
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77 | This is useful for implementing more complex Camera / object |
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78 | relationships i.e. having a camera attached to a world object. |
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79 | */ |
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80 | class _OgreExport Camera : public Frustum |
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81 | { |
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82 | protected: |
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83 | /// Camera name |
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84 | String mName; |
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85 | /// Scene manager responsible for the scene |
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86 | SceneManager *mSceneMgr; |
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87 | |
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88 | /// Camera orientation, quaternion style |
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89 | Quaternion mOrientation; |
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90 | |
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91 | /// Camera position - default (0,0,0) |
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92 | Vector3 mPosition; |
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93 | |
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94 | /// Derived orientation/position of the camera, including reflection |
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95 | mutable Quaternion mDerivedOrientation; |
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96 | mutable Vector3 mDerivedPosition; |
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97 | |
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98 | /// Real world orientation/position of the camera |
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99 | mutable Quaternion mRealOrientation; |
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100 | mutable Vector3 mRealPosition; |
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101 | |
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102 | /// Whether to yaw around a fixed axis. |
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103 | bool mYawFixed; |
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104 | /// Fixed axis to yaw around |
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105 | Vector3 mYawFixedAxis; |
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106 | |
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107 | /// Rendering type |
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108 | PolygonMode mSceneDetail; |
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109 | |
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110 | /// Stored number of visible faces in the last render |
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111 | unsigned int mVisFacesLastRender; |
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112 | |
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113 | /// Stored number of visible faces in the last render |
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114 | unsigned int mVisBatchesLastRender; |
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115 | |
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116 | /// Shared class-level name for Movable type |
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117 | static String msMovableType; |
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118 | |
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119 | /// SceneNode which this Camera will automatically track |
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120 | SceneNode* mAutoTrackTarget; |
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121 | /// Tracking offset for fine tuning |
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122 | Vector3 mAutoTrackOffset; |
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123 | |
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124 | // Scene LOD factor used to adjust overall LOD |
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125 | Real mSceneLodFactor; |
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126 | /// Inverted scene LOD factor, can be used by Renderables to adjust their LOD |
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127 | Real mSceneLodFactorInv; |
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128 | |
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129 | |
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130 | /** Viewing window. |
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131 | @remarks |
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132 | Generalize camera class for the case, when viewing frustum doesn't cover all viewport. |
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133 | */ |
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134 | Real mWLeft, mWTop, mWRight, mWBottom; |
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135 | /// Is viewing window used. |
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136 | bool mWindowSet; |
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137 | /// Windowed viewport clip planes |
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138 | mutable std::vector<Plane> mWindowClipPlanes; |
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139 | // Was viewing window changed. |
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140 | mutable bool mRecalcWindow; |
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141 | /// The last viewport to be added using this camera |
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142 | Viewport* mLastViewport; |
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143 | /** Whether aspect ratio will automaticaally be recalculated |
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144 | when a vieport changes its size |
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145 | */ |
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146 | bool mAutoAspectRatio; |
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147 | /// Custom culling frustum |
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148 | Frustum *mCullFrustum; |
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149 | /// Whether or not the rendering distance of objects should take effect for this camera |
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150 | bool mUseRenderingDistance; |
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151 | |
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152 | |
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153 | // Internal functions for calcs |
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154 | bool isViewOutOfDate(void) const; |
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155 | /// Signal to update frustum information. |
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156 | void invalidateFrustum(void) const; |
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157 | /// Signal to update view information. |
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158 | void invalidateView(void) const; |
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159 | |
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160 | |
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161 | /** Do actual window setting, using parameters set in SetWindow call |
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162 | @remarks |
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163 | The method will called on demand. |
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164 | */ |
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165 | virtual void setWindowImpl(void) const; |
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166 | /** Get the derived position of this frustum. */ |
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167 | const Vector3& getPositionForViewUpdate(void) const; |
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168 | /** Get the derived orientation of this frustum. */ |
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169 | const Quaternion& getOrientationForViewUpdate(void) const; |
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170 | |
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171 | /** Helper function for forwardIntersect that intersects rays with canonical plane */ |
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172 | virtual std::vector<Vector4> getRayForwardIntersect(const Vector3& anchor, const Vector3 *dir, Real planeOffset) const; |
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173 | |
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174 | public: |
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175 | /** Standard constructor. |
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176 | */ |
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177 | Camera( const String& name, SceneManager* sm); |
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178 | |
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179 | /** Standard destructor. |
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180 | */ |
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181 | virtual ~Camera(); |
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182 | |
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183 | |
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184 | /** Returns a pointer to the SceneManager this camera is rendering through. |
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185 | */ |
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186 | SceneManager* getSceneManager(void) const; |
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187 | |
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188 | /** Gets the camera's name. |
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189 | */ |
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190 | virtual const String& getName(void) const; |
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191 | |
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192 | |
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193 | /** Sets the level of rendering detail required from this camera. |
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194 | @remarks |
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195 | Each camera is set to render at full detail by default, that is |
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196 | with full texturing, lighting etc. This method lets you change |
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197 | that behaviour, allowing you to make the camera just render a |
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198 | wireframe view, for example. |
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199 | */ |
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200 | void setPolygonMode(PolygonMode sd); |
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201 | |
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202 | /** Retrieves the level of detail that the camera will render. |
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203 | */ |
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204 | PolygonMode getPolygonMode(void) const; |
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205 | |
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206 | /** Sets the camera's position. |
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207 | */ |
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208 | void setPosition(Real x, Real y, Real z); |
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209 | |
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210 | /** Sets the camera's position. |
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211 | */ |
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212 | void setPosition(const Vector3& vec); |
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213 | |
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214 | /** Retrieves the camera's position. |
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215 | */ |
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216 | const Vector3& getPosition(void) const; |
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217 | |
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218 | /** Moves the camera's position by the vector offset provided along world axes. |
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219 | */ |
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220 | void move(const Vector3& vec); |
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221 | |
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222 | /** Moves the camera's position by the vector offset provided along it's own axes (relative to orientation). |
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223 | */ |
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224 | void moveRelative(const Vector3& vec); |
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225 | |
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226 | /** Sets the camera's direction vector. |
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227 | @remarks |
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228 | Note that the 'up' vector for the camera will automatically be recalculated based on the |
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229 | current 'up' vector (i.e. the roll will remain the same). |
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230 | */ |
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231 | void setDirection(Real x, Real y, Real z); |
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232 | |
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233 | /** Sets the camera's direction vector. |
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234 | */ |
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235 | void setDirection(const Vector3& vec); |
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236 | |
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237 | /* Gets the camera's direction. |
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238 | */ |
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239 | Vector3 getDirection(void) const; |
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240 | |
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241 | /** Gets the camera's up vector. |
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242 | */ |
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243 | Vector3 getUp(void) const; |
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244 | |
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245 | /** Gets the camera's right vector. |
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246 | */ |
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247 | Vector3 getRight(void) const; |
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248 | |
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249 | /** Points the camera at a location in worldspace. |
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250 | @remarks |
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251 | This is a helper method to automatically generate the |
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252 | direction vector for the camera, based on it's current position |
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253 | and the supplied look-at point. |
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254 | @param |
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255 | targetPoint A vector specifying the look at point. |
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256 | */ |
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257 | void lookAt( const Vector3& targetPoint ); |
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258 | /** Points the camera at a location in worldspace. |
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259 | @remarks |
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260 | This is a helper method to automatically generate the |
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261 | direction vector for the camera, based on it's current position |
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262 | and the supplied look-at point. |
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263 | @param |
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264 | x |
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265 | @param |
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266 | y |
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267 | @param |
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268 | z Co-ordinates of the point to look at. |
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269 | */ |
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270 | void lookAt(Real x, Real y, Real z); |
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271 | |
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272 | /** Rolls the camera anticlockwise, around its local z axis. |
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273 | */ |
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274 | void roll(const Radian& angle); |
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275 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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276 | void roll(Real degrees) { roll ( Angle(degrees) ); } |
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277 | #endif//OGRE_FORCE_ANGLE_TYPES |
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278 | |
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279 | /** Rotates the camera anticlockwise around it's local y axis. |
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280 | */ |
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281 | void yaw(const Radian& angle); |
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282 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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283 | void yaw(Real degrees) { yaw ( Angle(degrees) ); } |
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284 | #endif//OGRE_FORCE_ANGLE_TYPES |
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285 | |
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286 | /** Pitches the camera up/down anticlockwise around it's local z axis. |
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287 | */ |
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288 | void pitch(const Radian& angle); |
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289 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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290 | void pitch(Real degrees) { pitch ( Angle(degrees) ); } |
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291 | #endif//OGRE_FORCE_ANGLE_TYPES |
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292 | |
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293 | /** Rotate the camera around an arbitrary axis. |
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294 | */ |
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295 | void rotate(const Vector3& axis, const Radian& angle); |
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296 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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297 | void rotate(const Vector3& axis, Real degrees) { rotate ( axis, Angle(degrees) ); } |
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298 | #endif//OGRE_FORCE_ANGLE_TYPES |
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299 | |
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300 | /** Rotate the camera around an aritrary axis using a Quarternion. |
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301 | */ |
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302 | void rotate(const Quaternion& q); |
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303 | |
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304 | /** Tells the camera whether to yaw around it's own local Y axis or a |
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305 | fixed axis of choice. |
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306 | @remarks |
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307 | This method allows you to change the yaw behaviour of the camera |
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308 | - by default, the camera yaws around a fixed Y axis. This is |
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309 | often what you want - for example if you're making a first-person |
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310 | shooter, you really don't want the yaw axis to reflect the local |
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311 | camera Y, because this would mean a different yaw axis if the |
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312 | player is looking upwards rather than when they are looking |
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313 | straight ahead. You can change this behaviour by calling this |
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314 | method, which you will want to do if you are making a completely |
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315 | free camera like the kind used in a flight simulator. |
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316 | @param |
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317 | useFixed If true, the axis passed in the second parameter will |
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318 | always be the yaw axis no matter what the camera orientation. |
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319 | If false, the camera yaws around the local Y. |
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320 | @param |
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321 | fixedAxis The axis to use if the first parameter is true. |
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322 | */ |
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323 | void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y ); |
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324 | |
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325 | |
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326 | /** Returns the camera's current orientation. |
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327 | */ |
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328 | const Quaternion& getOrientation(void) const; |
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329 | |
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330 | /** Sets the camera's orientation. |
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331 | */ |
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332 | void setOrientation(const Quaternion& q); |
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333 | |
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334 | /** Tells the Camera to contact the SceneManager to render from it's viewpoint. |
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335 | @param vp The viewport to render to |
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336 | @param includeOverlays Whether or not any overlay objects should be included |
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337 | */ |
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338 | void _renderScene(Viewport *vp, bool includeOverlays); |
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339 | |
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340 | /** Function for outputting to a stream. |
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341 | */ |
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342 | _OgreExport friend std::ostream& operator<<(std::ostream& o, const Camera& c); |
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343 | |
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344 | /** Internal method to notify camera of the visible faces in the last render. |
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345 | */ |
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346 | void _notifyRenderedFaces(unsigned int numfaces); |
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347 | |
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348 | /** Internal method to notify camera of the visible batches in the last render. |
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349 | */ |
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350 | void _notifyRenderedBatches(unsigned int numbatches); |
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351 | |
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352 | /** Internal method to retrieve the number of visible faces in the last render. |
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353 | */ |
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354 | unsigned int _getNumRenderedFaces(void) const; |
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355 | |
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356 | /** Internal method to retrieve the number of visible batches in the last render. |
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357 | */ |
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358 | unsigned int _getNumRenderedBatches(void) const; |
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359 | |
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360 | /** Gets the derived orientation of the camera, including any |
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361 | rotation inherited from a node attachment and reflection matrix. */ |
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362 | const Quaternion& getDerivedOrientation(void) const; |
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363 | /** Gets the derived position of the camera, including any |
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364 | translation inherited from a node attachment and reflection matrix. */ |
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365 | const Vector3& getDerivedPosition(void) const; |
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366 | /** Gets the derived direction vector of the camera, including any |
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367 | rotation inherited from a node attachment and reflection matrix. */ |
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368 | Vector3 getDerivedDirection(void) const; |
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369 | /** Gets the derived up vector of the camera, including any |
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370 | rotation inherited from a node attachment and reflection matrix. */ |
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371 | Vector3 getDerivedUp(void) const; |
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372 | /** Gets the derived right vector of the camera, including any |
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373 | rotation inherited from a node attachment and reflection matrix. */ |
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374 | Vector3 getDerivedRight(void) const; |
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375 | |
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376 | /** Gets the real world orientation of the camera, including any |
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377 | rotation inherited from a node attachment */ |
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378 | const Quaternion& getRealOrientation(void) const; |
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379 | /** Gets the real world position of the camera, including any |
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380 | translation inherited from a node attachment. */ |
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381 | const Vector3& getRealPosition(void) const; |
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382 | /** Gets the real world direction vector of the camera, including any |
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383 | rotation inherited from a node attachment. */ |
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384 | Vector3 getRealDirection(void) const; |
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385 | /** Gets the real world up vector of the camera, including any |
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386 | rotation inherited from a node attachment. */ |
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387 | Vector3 getRealUp(void) const; |
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388 | /** Gets the real world right vector of the camera, including any |
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389 | rotation inherited from a node attachment. */ |
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390 | Vector3 getRealRight(void) const; |
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391 | |
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392 | /** Overridden from MovableObject */ |
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393 | const String& getMovableType(void) const; |
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394 | |
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395 | /** Enables / disables automatic tracking of a SceneNode. |
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396 | @remarks |
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397 | If you enable auto-tracking, this Camera will automatically rotate to |
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398 | look at the target SceneNode every frame, no matter how |
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399 | it or SceneNode move. This is handy if you want a Camera to be focused on a |
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400 | single object or group of objects. Note that by default the Camera looks at the |
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401 | origin of the SceneNode, if you want to tweak this, e.g. if the object which is |
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402 | attached to this target node is quite big and you want to point the camera at |
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403 | a specific point on it, provide a vector in the 'offset' parameter and the |
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404 | camera's target point will be adjusted. |
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405 | @param enabled If true, the Camera will track the SceneNode supplied as the next |
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406 | parameter (cannot be null). If false the camera will cease tracking and will |
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407 | remain in it's current orientation. |
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408 | @param target Pointer to the SceneNode which this Camera will track. Make sure you don't |
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409 | delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will |
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410 | delete it so be careful of this). Can be null if and only if the enabled param is false. |
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411 | @param offset If supplied, the camera targets this point in local space of the target node |
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412 | instead of the origin of the target node. Good for fine tuning the look at point. |
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413 | */ |
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414 | void setAutoTracking(bool enabled, SceneNode* target = 0, |
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415 | const Vector3& offset = Vector3::ZERO); |
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416 | |
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417 | |
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418 | /** Sets the level-of-detail factor for this Camera. |
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419 | @remarks |
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420 | This method can be used to influence the overall level of detail of the scenes |
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421 | rendered using this camera. Various elements of the scene have level-of-detail |
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422 | reductions to improve rendering speed at distance; this method allows you |
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423 | to hint to those elements that you would like to adjust the level of detail that |
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424 | they would normally use (up or down). |
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425 | @par |
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426 | The most common use for this method is to reduce the overall level of detail used |
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427 | for a secondary camera used for sub viewports like rear-view mirrors etc. |
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428 | Note that scene elements are at liberty to ignore this setting if they choose, |
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429 | this is merely a hint. |
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430 | @param factor The factor to apply to the usual level of detail calculation. Higher |
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431 | values increase the detail, so 2.0 doubles the normal detail and 0.5 halves it. |
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432 | */ |
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433 | void setLodBias(Real factor = 1.0); |
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434 | |
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435 | /** Returns the level-of-detail bias factor currently applied to this camera. |
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436 | @remarks |
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437 | See Camera::setLodBias for more details. |
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438 | */ |
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439 | Real getLodBias(void) const; |
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440 | |
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441 | |
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442 | |
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443 | /** Gets a world space ray as cast from the camera through a viewport position. |
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444 | @param screenx, screeny The x and y position at which the ray should intersect the viewport, |
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445 | in normalised screen coordinates [0,1] |
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446 | */ |
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447 | Ray getCameraToViewportRay(Real screenx, Real screeny) const; |
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448 | |
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449 | /** Internal method for OGRE to use for LOD calculations. */ |
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450 | Real _getLodBiasInverse(void) const; |
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451 | |
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452 | |
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453 | /** Internal method used by OGRE to update auto-tracking cameras. */ |
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454 | void _autoTrack(void); |
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455 | |
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456 | |
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457 | /** Sets the viewing window inside of viewport. |
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458 | @remarks |
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459 | This method can be used to set a subset of the viewport as the rendering |
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460 | target. |
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461 | @param Left Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 0). |
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462 | @param Top Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 0). |
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463 | @param Right Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 1). |
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464 | @param Bottom Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 1). |
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465 | */ |
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466 | virtual void setWindow (Real Left, Real Top, Real Right, Real Bottom); |
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467 | /// Cancel view window. |
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468 | virtual void resetWindow (void); |
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469 | /// Returns if a viewport window is being used |
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470 | virtual bool isWindowSet(void) const { return mWindowSet; } |
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471 | /// Gets the window clip planes, only applicable if isWindowSet == true |
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472 | const std::vector<Plane>& getWindowPlanes(void) const; |
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473 | |
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474 | /** Overridden from MovableObject */ |
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475 | Real getBoundingRadius(void) const; |
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476 | /** Get the auto tracking target for this camera, if any. */ |
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477 | SceneNode* getAutoTrackTarget(void) const { return mAutoTrackTarget; } |
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478 | /** Get the auto tracking offset for this camera, if it is auto tracking. */ |
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479 | const Vector3& getAutoTrackOffset(void) const { return mAutoTrackOffset; } |
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480 | |
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481 | /** Get the last viewport which was attached to this camera. |
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482 | @note This is not guaranteed to be the only viewport which is |
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483 | using this camera, just the last once which was created referring |
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484 | to it. |
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485 | */ |
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486 | Viewport* getViewport(void) const {return mLastViewport;} |
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487 | /** Notifies this camera that a viewport is using it.*/ |
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488 | void _notifyViewport(Viewport* viewport) {mLastViewport = viewport;} |
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489 | |
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490 | /** If set to true a vieport that owns this frustum will be able to |
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491 | recalculate the aspect ratio whenever the frustum is resized. |
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492 | @remarks |
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493 | You should set this to true only if the frustum / camera is used by |
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494 | one viewport at the same time. Otherwise the aspect ratio for other |
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495 | viewports may be wrong. |
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496 | */ |
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497 | void setAutoAspectRatio(bool autoratio); |
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498 | |
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499 | /** Retreives if AutoAspectRatio is currently set or not |
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500 | */ |
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501 | bool getAutoAspectRatio(void) const; |
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502 | |
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503 | /** Tells the camera to use a separate Frustum instance to perform culling. |
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504 | @remarks |
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505 | By calling this method, you can tell the camera to perform culling |
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506 | against a different frustum to it's own. This is mostly useful for |
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507 | debug cameras that allow you to show the culling behaviour of another |
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508 | camera, or a manual frustum instance. |
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509 | @param frustum Pointer to a frustum to use; this can either be a manual |
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510 | Frustum instance (which you can attach to scene nodes like any other |
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511 | MovableObject), or another camera. If you pass 0 to this method it |
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512 | reverts the camera to normal behaviour. |
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513 | */ |
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514 | void setCullingFrustum(Frustum* frustum) { mCullFrustum = frustum; } |
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515 | /** Returns the custom culling frustum in use. */ |
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516 | Frustum* getCullingFrustum(void) { return mCullFrustum; } |
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517 | |
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518 | /** Forward projects frustum rays to find forward intersection with plane. |
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519 | @remarks |
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520 | Forward projection may lead to intersections at infinity. |
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521 | */ |
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522 | virtual void forwardIntersect(const Plane& worldPlane, std::vector<Vector4>* intersect3d) const; |
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523 | |
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524 | /// @copydoc Frustum::isVisible |
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525 | bool isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy = 0) const; |
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526 | /// @copydoc Frustum::isVisible |
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527 | bool isVisible(const Sphere& bound, FrustumPlane* culledBy = 0) const; |
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528 | /// @copydoc Frustum::isVisible |
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529 | bool isVisible(const Vector3& vert, FrustumPlane* culledBy = 0) const; |
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530 | /// @copydoc Frustum::getWorldSpaceCorners |
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531 | const Vector3* getWorldSpaceCorners(void) const; |
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532 | /// @copydoc Frustum::getFrustumPlane |
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533 | const Plane& getFrustumPlane( unsigned short plane ) const; |
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534 | /// @copydoc Frustum::projectSphere |
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535 | bool projectSphere(const Sphere& sphere, |
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536 | Real* left, Real* top, Real* right, Real* bottom) const; |
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537 | /// @copydoc Frustum::getNearClipDistance |
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538 | Real getNearClipDistance(void) const; |
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539 | /// @copydoc Frustum::getFarClipDistance |
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540 | Real getFarClipDistance(void) const; |
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541 | /// @copydoc Frustum::getViewMatrix |
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542 | const Matrix4& getViewMatrix(void) const; |
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543 | /** Specialised version of getViewMatrix allowing caller to differentiate |
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544 | whether the custom culling frustum should be allowed or not. |
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545 | @remarks |
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546 | The default behaviour of the standard getViewMatrix is to delegate to |
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547 | the alternate culling frustum, if it is set. This is expected when |
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548 | performing CPU calculations, but the final rendering must be performed |
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549 | using the real view matrix in order to display the correct debug view. |
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550 | */ |
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551 | const Matrix4& getViewMatrix(bool ownFrustumOnly) const; |
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552 | /** Set whether this camera should use the 'rendering distance' on |
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553 | objects to exclude distant objects from the final image. The |
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554 | default behaviour is to use it. |
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555 | @param use True to use the rendering distance, false not to. |
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556 | */ |
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557 | virtual void setUseRenderingDistance(bool use) { mUseRenderingDistance = use; } |
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558 | /** Get whether this camera should use the 'rendering distance' on |
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559 | objects to exclude distant objects from the final image. |
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560 | */ |
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561 | virtual bool getUseRenderingDistance(void) const { return mUseRenderingDistance; } |
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562 | |
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563 | }; |
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564 | |
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565 | } // namespace Ogre |
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566 | #endif |
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