[148] | 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) 2000-2013 Torus Knot Software Ltd |
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| 8 | |
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| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 10 | of this software and associated documentation files (the "Software"), to deal |
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| 11 | in the Software without restriction, including without limitation the rights |
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| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 13 | copies of the Software, and to permit persons to whom the Software is |
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| 14 | furnished to do so, subject to the following conditions: |
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| 15 | |
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| 16 | The above copyright notice and this permission notice shall be included in |
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| 17 | all copies or substantial portions of the Software. |
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| 18 | |
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| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 25 | THE SOFTWARE. |
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| 26 | ----------------------------------------------------------------------------- |
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| 27 | */ |
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| 28 | #ifndef __Camera_H__ |
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| 29 | #define __Camera_H__ |
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| 30 | |
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| 31 | // Default options |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | |
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| 34 | #include "OgreString.h" |
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| 35 | #include "OgreMovableObject.h" |
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| 36 | |
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| 37 | // Matrices & Vectors |
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| 38 | #include "OgreMatrix4.h" |
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| 39 | #include "OgreVector3.h" |
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| 40 | #include "OgrePlane.h" |
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| 41 | #include "OgreQuaternion.h" |
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| 42 | #include "OgreCommon.h" |
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| 43 | #include "OgreFrustum.h" |
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| 44 | #include "OgreRay.h" |
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| 45 | #include "OgrePlaneBoundedVolume.h" |
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| 46 | #include "OgreHeaderPrefix.h" |
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| 47 | |
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| 48 | |
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| 49 | namespace Ogre { |
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| 50 | |
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| 51 | /** \addtogroup Core |
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| 52 | * @{ |
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| 53 | */ |
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| 54 | /** \addtogroup Scene |
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| 55 | * @{ |
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| 56 | */ |
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| 57 | |
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| 58 | /** A viewpoint from which the scene will be rendered. |
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| 59 | @remarks |
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| 60 | OGRE renders scenes from a camera viewpoint into a buffer of |
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| 61 | some sort, normally a window or a texture (a subclass of |
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| 62 | RenderTarget). OGRE cameras support both perspective projection (the default, |
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| 63 | meaning objects get smaller the further away they are) and |
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| 64 | orthographic projection (blueprint-style, no decrease in size |
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| 65 | with distance). Each camera carries with it a style of rendering, |
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| 66 | e.g. full textured, flat shaded, wireframe), field of view, |
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| 67 | rendering distances etc, allowing you to use OGRE to create |
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| 68 | complex multi-window views if required. In addition, more than |
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| 69 | one camera can point at a single render target if required, |
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| 70 | each rendering to a subset of the target, allowing split screen |
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| 71 | and picture-in-picture views. |
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| 72 | @par |
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| 73 | Cameras maintain their own aspect ratios, field of view, and frustum, |
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| 74 | and project co-ordinates into a space measured from -1 to 1 in x and y, |
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| 75 | and 0 to 1 in z. At render time, the camera will be rendering to a |
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| 76 | Viewport which will translate these parametric co-ordinates into real screen |
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| 77 | co-ordinates. Obviously it is advisable that the viewport has the same |
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| 78 | aspect ratio as the camera to avoid distortion (unless you want it!). |
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| 79 | @par |
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| 80 | Note that a Camera can be attached to a SceneNode, using the method |
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| 81 | SceneNode::attachObject. If this is done the Camera will combine it's own |
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| 82 | position/orientation settings with it's parent SceneNode. |
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| 83 | This is useful for implementing more complex Camera / object |
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| 84 | relationships i.e. having a camera attached to a world object. |
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| 85 | */ |
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| 86 | class _OgreExport Camera : public Frustum |
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| 87 | { |
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| 88 | public: |
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| 89 | /** Listener interface so you can be notified of Camera events. |
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| 90 | */ |
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| 91 | class _OgreExport Listener |
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| 92 | { |
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| 93 | public: |
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| 94 | Listener() {} |
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| 95 | virtual ~Listener() {} |
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| 96 | |
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| 97 | /// Called prior to the scene being rendered with this camera |
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| 98 | virtual void cameraPreRenderScene(Camera* cam) |
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| 99 | { (void)cam; } |
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| 100 | |
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| 101 | /// Called after the scene has been rendered with this camera |
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| 102 | virtual void cameraPostRenderScene(Camera* cam) |
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| 103 | { (void)cam; } |
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| 104 | |
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| 105 | /// Called when the camera is being destroyed |
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| 106 | virtual void cameraDestroyed(Camera* cam) |
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| 107 | { (void)cam; } |
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| 108 | |
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| 109 | }; |
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| 110 | protected: |
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| 111 | /// Scene manager responsible for the scene |
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| 112 | SceneManager *mSceneMgr; |
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| 113 | |
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| 114 | /// Camera orientation, quaternion style |
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| 115 | Quaternion mOrientation; |
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| 116 | |
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| 117 | /// Camera position - default (0,0,0) |
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| 118 | Vector3 mPosition; |
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| 119 | |
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| 120 | /// Derived orientation/position of the camera, including reflection |
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| 121 | mutable Quaternion mDerivedOrientation; |
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| 122 | mutable Vector3 mDerivedPosition; |
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| 123 | |
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| 124 | /// Real world orientation/position of the camera |
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| 125 | mutable Quaternion mRealOrientation; |
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| 126 | mutable Vector3 mRealPosition; |
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| 127 | |
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| 128 | /// Whether to yaw around a fixed axis. |
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| 129 | bool mYawFixed; |
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| 130 | /// Fixed axis to yaw around |
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| 131 | Vector3 mYawFixedAxis; |
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| 132 | |
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| 133 | /// Rendering type |
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| 134 | PolygonMode mSceneDetail; |
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| 135 | |
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| 136 | /// Stored number of visible faces in the last render |
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| 137 | unsigned int mVisFacesLastRender; |
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| 138 | |
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| 139 | /// Stored number of visible batches in the last render |
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| 140 | unsigned int mVisBatchesLastRender; |
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| 141 | |
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| 142 | /// Shared class-level name for Movable type |
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| 143 | static String msMovableType; |
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| 144 | |
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| 145 | /// SceneNode which this Camera will automatically track |
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| 146 | SceneNode* mAutoTrackTarget; |
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| 147 | /// Tracking offset for fine tuning |
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| 148 | Vector3 mAutoTrackOffset; |
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| 149 | |
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| 150 | /// Scene LOD factor used to adjust overall LOD |
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| 151 | Real mSceneLodFactor; |
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| 152 | /// Inverted scene LOD factor, can be used by Renderables to adjust their LOD |
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| 153 | Real mSceneLodFactorInv; |
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| 154 | |
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| 155 | |
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| 156 | /** Viewing window. |
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| 157 | @remarks |
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| 158 | Generalize camera class for the case, when viewing frustum doesn't cover all viewport. |
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| 159 | */ |
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| 160 | Real mWLeft, mWTop, mWRight, mWBottom; |
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| 161 | /// Is viewing window used. |
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| 162 | bool mWindowSet; |
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| 163 | /// Windowed viewport clip planes |
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| 164 | mutable vector<Plane>::type mWindowClipPlanes; |
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| 165 | /// Was viewing window changed. |
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| 166 | mutable bool mRecalcWindow; |
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| 167 | /// The last viewport to be added using this camera |
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| 168 | Viewport* mLastViewport; |
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| 169 | /** Whether aspect ratio will automatically be recalculated |
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| 170 | when a viewport changes its size |
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| 171 | */ |
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| 172 | bool mAutoAspectRatio; |
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| 173 | /// Custom culling frustum |
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| 174 | Frustum *mCullFrustum; |
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| 175 | /// Whether or not the rendering distance of objects should take effect for this camera |
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| 176 | bool mUseRenderingDistance; |
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| 177 | /// Camera to use for LOD calculation |
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| 178 | const Camera* mLodCamera; |
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| 179 | |
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| 180 | /// Whether or not the minimum display size of objects should take effect for this camera |
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| 181 | bool mUseMinPixelSize; |
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| 182 | /// @see Camera::getPixelDisplayRatio |
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| 183 | Real mPixelDisplayRatio; |
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| 184 | |
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| 185 | typedef vector<Listener*>::type ListenerList; |
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| 186 | ListenerList mListeners; |
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| 187 | |
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| 188 | |
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| 189 | // Internal functions for calcs |
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| 190 | bool isViewOutOfDate(void) const; |
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| 191 | /// Signal to update frustum information. |
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| 192 | void invalidateFrustum(void) const; |
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| 193 | /// Signal to update view information. |
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| 194 | void invalidateView(void) const; |
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| 195 | |
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| 196 | |
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| 197 | /** Do actual window setting, using parameters set in SetWindow call |
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| 198 | @remarks |
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| 199 | The method will called on demand. |
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| 200 | */ |
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| 201 | virtual void setWindowImpl(void) const; |
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| 202 | |
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| 203 | /** Helper function for forwardIntersect that intersects rays with canonical plane */ |
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| 204 | virtual vector<Vector4>::type getRayForwardIntersect(const Vector3& anchor, const Vector3 *dir, Real planeOffset) const; |
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| 205 | |
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| 206 | public: |
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| 207 | /** Standard constructor. |
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| 208 | */ |
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| 209 | Camera( const String& name, SceneManager* sm); |
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| 210 | |
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| 211 | /** Standard destructor. |
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| 212 | */ |
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| 213 | virtual ~Camera(); |
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| 214 | |
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| 215 | /// Add a listener to this camera |
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| 216 | virtual void addListener(Listener* l); |
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| 217 | /// Remove a listener to this camera |
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| 218 | virtual void removeListener(Listener* l); |
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| 219 | |
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| 220 | /** Returns a pointer to the SceneManager this camera is rendering through. |
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| 221 | */ |
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| 222 | SceneManager* getSceneManager(void) const; |
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| 223 | |
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| 224 | /** Sets the level of rendering detail required from this camera. |
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| 225 | @remarks |
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| 226 | Each camera is set to render at full detail by default, that is |
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| 227 | with full texturing, lighting etc. This method lets you change |
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| 228 | that behaviour, allowing you to make the camera just render a |
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| 229 | wireframe view, for example. |
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| 230 | */ |
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| 231 | void setPolygonMode(PolygonMode sd); |
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| 232 | |
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| 233 | /** Retrieves the level of detail that the camera will render. |
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| 234 | */ |
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| 235 | PolygonMode getPolygonMode(void) const; |
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| 236 | |
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| 237 | /** Sets the camera's position. |
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| 238 | */ |
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| 239 | void setPosition(Real x, Real y, Real z); |
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| 240 | |
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| 241 | /** Sets the camera's position. |
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| 242 | */ |
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| 243 | void setPosition(const Vector3& vec); |
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| 244 | |
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| 245 | /** Retrieves the camera's position. |
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| 246 | */ |
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| 247 | const Vector3& getPosition(void) const; |
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| 248 | |
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| 249 | /** Moves the camera's position by the vector offset provided along world axes. |
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| 250 | */ |
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| 251 | void move(const Vector3& vec); |
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| 252 | |
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| 253 | /** Moves the camera's position by the vector offset provided along it's own axes (relative to orientation). |
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| 254 | */ |
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| 255 | void moveRelative(const Vector3& vec); |
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| 256 | |
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| 257 | /** Sets the camera's direction vector. |
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| 258 | @remarks |
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| 259 | Note that the 'up' vector for the camera will automatically be recalculated based on the |
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| 260 | current 'up' vector (i.e. the roll will remain the same). |
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| 261 | */ |
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| 262 | void setDirection(Real x, Real y, Real z); |
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| 263 | |
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| 264 | /** Sets the camera's direction vector. |
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| 265 | */ |
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| 266 | void setDirection(const Vector3& vec); |
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| 267 | |
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| 268 | /** Gets the camera's direction. |
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| 269 | */ |
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| 270 | Vector3 getDirection(void) const; |
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| 271 | |
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| 272 | /** Gets the camera's up vector. |
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| 273 | */ |
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| 274 | Vector3 getUp(void) const; |
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| 275 | |
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| 276 | /** Gets the camera's right vector. |
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| 277 | */ |
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| 278 | Vector3 getRight(void) const; |
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| 279 | |
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| 280 | /** Points the camera at a location in worldspace. |
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| 281 | @remarks |
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| 282 | This is a helper method to automatically generate the |
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| 283 | direction vector for the camera, based on it's current position |
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| 284 | and the supplied look-at point. |
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| 285 | @param |
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| 286 | targetPoint A vector specifying the look at point. |
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| 287 | */ |
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| 288 | void lookAt( const Vector3& targetPoint ); |
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| 289 | /** Points the camera at a location in worldspace. |
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| 290 | @remarks |
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| 291 | This is a helper method to automatically generate the |
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| 292 | direction vector for the camera, based on it's current position |
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| 293 | and the supplied look-at point. |
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| 294 | @param x |
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| 295 | The @c x co-ordinates of the point to look at. |
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| 296 | @param y |
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| 297 | The @c y co-ordinates of the point to look at. |
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| 298 | @param z |
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| 299 | The @c z co-ordinates of the point to look at. |
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| 300 | */ |
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| 301 | void lookAt(Real x, Real y, Real z); |
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| 302 | |
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| 303 | /** Rolls the camera anticlockwise, around its local z axis. |
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| 304 | */ |
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| 305 | void roll(const Radian& angle); |
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| 306 | |
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| 307 | /** Rotates the camera anticlockwise around it's local y axis. |
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| 308 | */ |
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| 309 | void yaw(const Radian& angle); |
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| 310 | |
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| 311 | /** Pitches the camera up/down anticlockwise around it's local z axis. |
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| 312 | */ |
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| 313 | void pitch(const Radian& angle); |
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| 314 | |
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| 315 | /** Rotate the camera around an arbitrary axis. |
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| 316 | */ |
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| 317 | void rotate(const Vector3& axis, const Radian& angle); |
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| 318 | |
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| 319 | /** Rotate the camera around an arbitrary axis using a Quaternion. |
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| 320 | */ |
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| 321 | void rotate(const Quaternion& q); |
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| 322 | |
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| 323 | /** Tells the camera whether to yaw around it's own local Y axis or a |
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| 324 | fixed axis of choice. |
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| 325 | @remarks |
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| 326 | This method allows you to change the yaw behaviour of the camera |
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| 327 | - by default, the camera yaws around a fixed Y axis. This is |
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| 328 | often what you want - for example if you're making a first-person |
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| 329 | shooter, you really don't want the yaw axis to reflect the local |
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| 330 | camera Y, because this would mean a different yaw axis if the |
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| 331 | player is looking upwards rather than when they are looking |
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| 332 | straight ahead. You can change this behaviour by calling this |
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| 333 | method, which you will want to do if you are making a completely |
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| 334 | free camera like the kind used in a flight simulator. |
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| 335 | @param useFixed |
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| 336 | If @c true, the axis passed in the second parameter will |
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| 337 | always be the yaw axis no matter what the camera orientation. |
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| 338 | If false, the camera yaws around the local Y. |
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| 339 | @param fixedAxis |
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| 340 | The axis to use if the first parameter is true. |
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| 341 | */ |
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| 342 | void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y ); |
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| 343 | |
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| 344 | |
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| 345 | /** Returns the camera's current orientation. |
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| 346 | */ |
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| 347 | const Quaternion& getOrientation(void) const; |
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| 348 | |
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| 349 | /** Sets the camera's orientation. |
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| 350 | */ |
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| 351 | void setOrientation(const Quaternion& q); |
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| 352 | |
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| 353 | /** Tells the Camera to contact the SceneManager to render from it's viewpoint. |
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| 354 | @param vp The viewport to render to |
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| 355 | @param includeOverlays Whether or not any overlay objects should be included |
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| 356 | */ |
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| 357 | void _renderScene(Viewport *vp, bool includeOverlays); |
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| 358 | |
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| 359 | /** Function for outputting to a stream. |
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| 360 | */ |
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| 361 | _OgreExport friend std::ostream& operator<<(std::ostream& o, const Camera& c); |
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| 362 | |
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| 363 | /** Internal method to notify camera of the visible faces in the last render. |
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| 364 | */ |
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| 365 | void _notifyRenderedFaces(unsigned int numfaces); |
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| 366 | |
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| 367 | /** Internal method to notify camera of the visible batches in the last render. |
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| 368 | */ |
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| 369 | void _notifyRenderedBatches(unsigned int numbatches); |
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| 370 | |
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| 371 | /** Internal method to retrieve the number of visible faces in the last render. |
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| 372 | */ |
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| 373 | unsigned int _getNumRenderedFaces(void) const; |
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| 374 | |
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| 375 | /** Internal method to retrieve the number of visible batches in the last render. |
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| 376 | */ |
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| 377 | unsigned int _getNumRenderedBatches(void) const; |
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| 378 | |
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| 379 | /** Gets the derived orientation of the camera, including any |
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| 380 | rotation inherited from a node attachment and reflection matrix. */ |
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| 381 | const Quaternion& getDerivedOrientation(void) const; |
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| 382 | /** Gets the derived position of the camera, including any |
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| 383 | translation inherited from a node attachment and reflection matrix. */ |
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| 384 | const Vector3& getDerivedPosition(void) const; |
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| 385 | /** Gets the derived direction vector of the camera, including any |
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| 386 | rotation inherited from a node attachment and reflection matrix. */ |
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| 387 | Vector3 getDerivedDirection(void) const; |
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| 388 | /** Gets the derived up vector of the camera, including any |
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| 389 | rotation inherited from a node attachment and reflection matrix. */ |
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| 390 | Vector3 getDerivedUp(void) const; |
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| 391 | /** Gets the derived right vector of the camera, including any |
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| 392 | rotation inherited from a node attachment and reflection matrix. */ |
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| 393 | Vector3 getDerivedRight(void) const; |
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| 394 | |
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| 395 | /** Gets the real world orientation of the camera, including any |
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| 396 | rotation inherited from a node attachment */ |
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| 397 | const Quaternion& getRealOrientation(void) const; |
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| 398 | /** Gets the real world position of the camera, including any |
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| 399 | translation inherited from a node attachment. */ |
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| 400 | const Vector3& getRealPosition(void) const; |
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| 401 | /** Gets the real world direction vector of the camera, including any |
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| 402 | rotation inherited from a node attachment. */ |
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| 403 | Vector3 getRealDirection(void) const; |
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| 404 | /** Gets the real world up vector of the camera, including any |
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| 405 | rotation inherited from a node attachment. */ |
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| 406 | Vector3 getRealUp(void) const; |
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| 407 | /** Gets the real world right vector of the camera, including any |
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| 408 | rotation inherited from a node attachment. */ |
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| 409 | Vector3 getRealRight(void) const; |
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| 410 | |
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| 411 | /** Overridden from Frustum/Renderable */ |
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| 412 | void getWorldTransforms(Matrix4* mat) const; |
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| 413 | |
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| 414 | /** Overridden from MovableObject */ |
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| 415 | const String& getMovableType(void) const; |
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| 416 | |
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| 417 | /** Enables / disables automatic tracking of a SceneNode. |
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| 418 | @remarks |
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| 419 | If you enable auto-tracking, this Camera will automatically rotate to |
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| 420 | look at the target SceneNode every frame, no matter how |
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| 421 | it or SceneNode move. This is handy if you want a Camera to be focused on a |
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| 422 | single object or group of objects. Note that by default the Camera looks at the |
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| 423 | origin of the SceneNode, if you want to tweak this, e.g. if the object which is |
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| 424 | attached to this target node is quite big and you want to point the camera at |
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| 425 | a specific point on it, provide a vector in the 'offset' parameter and the |
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| 426 | camera's target point will be adjusted. |
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| 427 | @param enabled If true, the Camera will track the SceneNode supplied as the next |
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| 428 | parameter (cannot be null). If false the camera will cease tracking and will |
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| 429 | remain in it's current orientation. |
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| 430 | @param target Pointer to the SceneNode which this Camera will track. Make sure you don't |
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| 431 | delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will |
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| 432 | delete it so be careful of this). Can be null if and only if the enabled param is false. |
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| 433 | @param offset If supplied, the camera targets this point in local space of the target node |
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| 434 | instead of the origin of the target node. Good for fine tuning the look at point. |
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| 435 | */ |
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| 436 | void setAutoTracking(bool enabled, SceneNode* const target = 0, |
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| 437 | const Vector3& offset = Vector3::ZERO); |
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| 438 | |
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| 439 | |
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| 440 | /** Sets the level-of-detail factor for this Camera. |
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| 441 | @remarks |
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| 442 | This method can be used to influence the overall level of detail of the scenes |
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| 443 | rendered using this camera. Various elements of the scene have level-of-detail |
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| 444 | reductions to improve rendering speed at distance; this method allows you |
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| 445 | to hint to those elements that you would like to adjust the level of detail that |
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| 446 | they would normally use (up or down). |
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| 447 | @par |
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| 448 | The most common use for this method is to reduce the overall level of detail used |
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| 449 | for a secondary camera used for sub viewports like rear-view mirrors etc. |
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| 450 | Note that scene elements are at liberty to ignore this setting if they choose, |
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| 451 | this is merely a hint. |
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| 452 | @param factor The factor to apply to the usual level of detail calculation. Higher |
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| 453 | values increase the detail, so 2.0 doubles the normal detail and 0.5 halves it. |
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| 454 | */ |
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| 455 | void setLodBias(Real factor = 1.0); |
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| 456 | |
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| 457 | /** Returns the level-of-detail bias factor currently applied to this camera. |
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| 458 | @remarks |
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| 459 | See Camera::setLodBias for more details. |
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| 460 | */ |
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| 461 | Real getLodBias(void) const; |
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| 462 | |
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| 463 | /** Set a pointer to the camera which should be used to determine |
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| 464 | LOD settings. |
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| 465 | @remarks |
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| 466 | Sometimes you don't want the LOD of a render to be based on the camera |
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| 467 | that's doing the rendering, you want it to be based on a different |
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| 468 | camera. A good example is when rendering shadow maps, since they will |
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| 469 | be viewed from the perspective of another camera. Therefore this method |
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| 470 | lets you associate a different camera instance to use to determine the LOD. |
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| 471 | @par |
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| 472 | To revert the camera to determining LOD based on itself, call this method with |
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| 473 | a pointer to itself. |
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| 474 | */ |
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| 475 | virtual void setLodCamera(const Camera* lodCam); |
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| 476 | |
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| 477 | /** Get a pointer to the camera which should be used to determine |
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| 478 | LOD settings. |
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| 479 | @remarks |
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| 480 | If setLodCamera hasn't been called with a different camera, this |
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| 481 | method will return 'this'. |
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| 482 | */ |
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| 483 | virtual const Camera* getLodCamera() const; |
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| 484 | |
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| 485 | |
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| 486 | /** Gets a world space ray as cast from the camera through a viewport position. |
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| 487 | @param screenx, screeny The x and y position at which the ray should intersect the viewport, |
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| 488 | in normalised screen coordinates [0,1] |
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| 489 | */ |
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| 490 | Ray getCameraToViewportRay(Real screenx, Real screeny) const; |
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| 491 | /** Gets a world space ray as cast from the camera through a viewport position. |
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| 492 | @param screenx, screeny The x and y position at which the ray should intersect the viewport, |
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| 493 | in normalised screen coordinates [0,1] |
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| 494 | @param outRay Ray instance to populate with result |
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| 495 | */ |
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| 496 | void getCameraToViewportRay(Real screenx, Real screeny, Ray* outRay) const; |
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| 497 | |
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| 498 | /** Gets a world-space list of planes enclosing a volume based on a viewport |
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| 499 | rectangle. |
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| 500 | @remarks |
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| 501 | Can be useful for populating a PlaneBoundedVolumeListSceneQuery, e.g. |
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| 502 | for a rubber-band selection. |
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| 503 | @param screenLeft, screenTop, screenRight, screenBottom The bounds of the |
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| 504 | on-screen rectangle, expressed in normalised screen coordinates [0,1] |
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| 505 | @param includeFarPlane If true, the volume is truncated by the camera far plane, |
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| 506 | by default it is left open-ended |
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| 507 | */ |
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| 508 | PlaneBoundedVolume getCameraToViewportBoxVolume(Real screenLeft, |
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| 509 | Real screenTop, Real screenRight, Real screenBottom, bool includeFarPlane = false); |
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| 510 | |
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| 511 | /** Gets a world-space list of planes enclosing a volume based on a viewport |
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| 512 | rectangle. |
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| 513 | @remarks |
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| 514 | Can be useful for populating a PlaneBoundedVolumeListSceneQuery, e.g. |
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| 515 | for a rubber-band selection. |
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| 516 | @param screenLeft, screenTop, screenRight, screenBottom The bounds of the |
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| 517 | on-screen rectangle, expressed in normalised screen coordinates [0,1] |
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| 518 | @param outVolume The plane list to populate with the result |
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| 519 | @param includeFarPlane If true, the volume is truncated by the camera far plane, |
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| 520 | by default it is left open-ended |
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| 521 | */ |
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| 522 | void getCameraToViewportBoxVolume(Real screenLeft, |
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| 523 | Real screenTop, Real screenRight, Real screenBottom, |
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| 524 | PlaneBoundedVolume* outVolume, bool includeFarPlane = false); |
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| 525 | |
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| 526 | /** Internal method for OGRE to use for LOD calculations. */ |
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| 527 | Real _getLodBiasInverse(void) const; |
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| 528 | |
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| 529 | |
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| 530 | /** Internal method used by OGRE to update auto-tracking cameras. */ |
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| 531 | void _autoTrack(void); |
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| 532 | |
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| 533 | |
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| 534 | /** Sets the viewing window inside of viewport. |
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| 535 | @remarks |
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| 536 | This method can be used to set a subset of the viewport as the rendering |
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| 537 | target. |
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| 538 | @param left Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 0). |
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| 539 | @param top Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 0). |
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| 540 | @param right Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 1). |
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| 541 | @param bottom Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 1). |
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| 542 | */ |
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| 543 | virtual void setWindow (Real left, Real top, Real right, Real bottom); |
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| 544 | /// Cancel view window. |
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| 545 | virtual void resetWindow (void); |
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| 546 | /// Returns if a viewport window is being used |
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| 547 | virtual bool isWindowSet(void) const { return mWindowSet; } |
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| 548 | /// Gets the window clip planes, only applicable if isWindowSet == true |
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| 549 | const vector<Plane>::type& getWindowPlanes(void) const; |
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| 550 | |
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| 551 | /** Overridden from MovableObject */ |
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| 552 | Real getBoundingRadius(void) const; |
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| 553 | /** Get the auto tracking target for this camera, if any. */ |
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| 554 | SceneNode* getAutoTrackTarget(void) const { return mAutoTrackTarget; } |
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| 555 | /** Get the auto tracking offset for this camera, if it is auto tracking. */ |
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| 556 | const Vector3& getAutoTrackOffset(void) const { return mAutoTrackOffset; } |
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| 557 | |
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| 558 | /** Get the last viewport which was attached to this camera. |
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| 559 | @note This is not guaranteed to be the only viewport which is |
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| 560 | using this camera, just the last once which was created referring |
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| 561 | to it. |
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| 562 | */ |
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| 563 | Viewport* getViewport(void) const {return mLastViewport;} |
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| 564 | /** Notifies this camera that a viewport is using it.*/ |
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| 565 | void _notifyViewport(Viewport* viewport) {mLastViewport = viewport;} |
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| 566 | |
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| 567 | /** If set to true a viewport that owns this frustum will be able to |
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| 568 | recalculate the aspect ratio whenever the frustum is resized. |
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| 569 | @remarks |
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| 570 | You should set this to true only if the frustum / camera is used by |
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| 571 | one viewport at the same time. Otherwise the aspect ratio for other |
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| 572 | viewports may be wrong. |
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| 573 | */ |
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| 574 | void setAutoAspectRatio(bool autoratio); |
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| 575 | |
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| 576 | /** Retrieves if AutoAspectRatio is currently set or not |
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| 577 | */ |
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| 578 | bool getAutoAspectRatio(void) const; |
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| 579 | |
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| 580 | /** Tells the camera to use a separate Frustum instance to perform culling. |
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| 581 | @remarks |
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| 582 | By calling this method, you can tell the camera to perform culling |
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| 583 | against a different frustum to it's own. This is mostly useful for |
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| 584 | debug cameras that allow you to show the culling behaviour of another |
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| 585 | camera, or a manual frustum instance. |
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| 586 | @param frustum Pointer to a frustum to use; this can either be a manual |
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| 587 | Frustum instance (which you can attach to scene nodes like any other |
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| 588 | MovableObject), or another camera. If you pass 0 to this method it |
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| 589 | reverts the camera to normal behaviour. |
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| 590 | */ |
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| 591 | void setCullingFrustum(Frustum* frustum) { mCullFrustum = frustum; } |
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| 592 | /** Returns the custom culling frustum in use. */ |
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| 593 | Frustum* getCullingFrustum(void) const { return mCullFrustum; } |
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| 594 | |
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| 595 | /** Forward projects frustum rays to find forward intersection with plane. |
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| 596 | @remarks |
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| 597 | Forward projection may lead to intersections at infinity. |
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| 598 | */ |
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| 599 | virtual void forwardIntersect(const Plane& worldPlane, vector<Vector4>::type* intersect3d) const; |
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| 600 | |
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| 601 | /// @copydoc Frustum::isVisible(const AxisAlignedBox&, FrustumPlane*) const |
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| 602 | bool isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy = 0) const; |
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| 603 | /// @copydoc Frustum::isVisible(const Sphere&, FrustumPlane*) const |
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| 604 | bool isVisible(const Sphere& bound, FrustumPlane* culledBy = 0) const; |
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| 605 | /// @copydoc Frustum::isVisible(const Vector3&, FrustumPlane*) const |
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| 606 | bool isVisible(const Vector3& vert, FrustumPlane* culledBy = 0) const; |
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| 607 | /// @copydoc Frustum::getWorldSpaceCorners |
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| 608 | const Vector3* getWorldSpaceCorners(void) const; |
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| 609 | /// @copydoc Frustum::getFrustumPlane |
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| 610 | const Plane& getFrustumPlane( unsigned short plane ) const; |
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| 611 | /// @copydoc Frustum::projectSphere |
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| 612 | bool projectSphere(const Sphere& sphere, |
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| 613 | Real* left, Real* top, Real* right, Real* bottom) const; |
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| 614 | /// @copydoc Frustum::getNearClipDistance |
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| 615 | Real getNearClipDistance(void) const; |
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| 616 | /// @copydoc Frustum::getFarClipDistance |
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| 617 | Real getFarClipDistance(void) const; |
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| 618 | /// @copydoc Frustum::getViewMatrix |
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| 619 | const Matrix4& getViewMatrix(void) const; |
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| 620 | /** Specialised version of getViewMatrix allowing caller to differentiate |
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| 621 | whether the custom culling frustum should be allowed or not. |
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| 622 | @remarks |
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| 623 | The default behaviour of the standard getViewMatrix is to delegate to |
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| 624 | the alternate culling frustum, if it is set. This is expected when |
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| 625 | performing CPU calculations, but the final rendering must be performed |
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| 626 | using the real view matrix in order to display the correct debug view. |
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| 627 | */ |
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| 628 | const Matrix4& getViewMatrix(bool ownFrustumOnly) const; |
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| 629 | /** Set whether this camera should use the 'rendering distance' on |
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| 630 | objects to exclude distant objects from the final image. The |
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| 631 | default behaviour is to use it. |
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| 632 | @param use True to use the rendering distance, false not to. |
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| 633 | */ |
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| 634 | virtual void setUseRenderingDistance(bool use) { mUseRenderingDistance = use; } |
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| 635 | /** Get whether this camera should use the 'rendering distance' on |
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| 636 | objects to exclude distant objects from the final image. |
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| 637 | */ |
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| 638 | virtual bool getUseRenderingDistance(void) const { return mUseRenderingDistance; } |
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| 639 | |
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| 640 | /** Synchronise core camera settings with another. |
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| 641 | @remarks |
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| 642 | Copies the position, orientation, clip distances, projection type, |
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| 643 | FOV, focal length and aspect ratio from another camera. Other settings like query flags, |
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| 644 | reflection etc are preserved. |
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| 645 | */ |
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| 646 | virtual void synchroniseBaseSettingsWith(const Camera* cam); |
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| 647 | |
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| 648 | /** Get the derived position of this frustum. */ |
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| 649 | const Vector3& getPositionForViewUpdate(void) const; |
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| 650 | /** Get the derived orientation of this frustum. */ |
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| 651 | const Quaternion& getOrientationForViewUpdate(void) const; |
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| 652 | |
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| 653 | /** @brief Sets whether to use min display size calculations. |
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| 654 | When active, objects that derive from MovableObject whose size on the screen is less then a MovableObject::mMinPixelSize will not |
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| 655 | be rendered. |
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| 656 | */ |
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| 657 | void setUseMinPixelSize(bool enable) { mUseMinPixelSize = enable; } |
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| 658 | /** Returns whether to use min display size calculations |
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| 659 | @see Camera::setUseMinDisplaySize |
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| 660 | */ |
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| 661 | bool getUseMinPixelSize() const { return mUseMinPixelSize; } |
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| 662 | |
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| 663 | /** Returns an estimated ratio between a pixel and the display area it represents. |
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| 664 | For orthographic cameras this function returns the amount of meters covered by |
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| 665 | a single pixel along the vertical axis. For perspective cameras the value |
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| 666 | returned is the amount of meters covered by a single pixel per meter distance |
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| 667 | from the camera. |
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| 668 | @note |
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| 669 | This parameter is calculated just before the camera is rendered |
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| 670 | @note |
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| 671 | This parameter is used in min display size calculations. |
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| 672 | */ |
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| 673 | Real getPixelDisplayRatio() const { return mPixelDisplayRatio; } |
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| 674 | |
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| 675 | }; |
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| 676 | /** @} */ |
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| 677 | /** @} */ |
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| 678 | |
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| 679 | } // namespace Ogre |
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| 680 | |
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| 681 | #include "OgreHeaderSuffix.h" |
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| 682 | |
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| 683 | #endif // __Camera_H__ |
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