forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
186 lines
3.6 KiB
C++
186 lines
3.6 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* Camera in the gameengine. Cameras are also used for views.
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*/
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#include "KX_Camera.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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KX_Camera::KX_Camera(void* sgReplicationInfo,
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SG_Callbacks callbacks,
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const RAS_CameraData& camdata)
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:
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KX_GameObject(sgReplicationInfo,callbacks)
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{
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// setting a name would be nice...
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m_name = "cam";
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m_camdata = camdata;
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SetProperty("camera",new CIntValue(1));
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}
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KX_Camera::~KX_Camera()
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{
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}
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MT_Transform KX_Camera::GetWorldToCamera() const
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{
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MT_Transform camtrans;
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MT_Transform trans;
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trans.setBasis(NodeGetWorldOrientation());
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trans.setOrigin(NodeGetWorldPosition());
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camtrans.invert(trans);
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return camtrans;
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}
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MT_Transform KX_Camera::GetCameraToWorld() const
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{
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MT_Transform trans;
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trans.setBasis(NodeGetWorldOrientation());
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trans.setOrigin(NodeGetWorldPosition());
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return trans;
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}
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void KX_Camera::CorrectLookUp(MT_Scalar speed)
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{
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}
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const MT_Point3 KX_Camera::GetCameraLocation()
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{
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/* this is the camera locatio in cam coords... */
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//return m_trans1.getOrigin();
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//return MT_Point3(0,0,0); <-----
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/* .... I want it in world coords */
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MT_Transform trans;
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trans.setBasis(NodeGetWorldOrientation());
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return NodeGetWorldPosition();
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}
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/* I want the camera orientation as well. */
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const MT_Quaternion KX_Camera::GetCameraOrientation()
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{
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MT_Transform trans;
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trans.setBasis(NodeGetWorldOrientation());
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trans.setOrigin(NodeGetWorldPosition());
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return trans.getRotation();
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}
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/**
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* Sets the projection matrix that is used by the rasterizer.
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*/
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void KX_Camera::SetProjectionMatrix(const MT_Matrix4x4 & mat)
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{
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m_projection_matrix = mat;
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}
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/**
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* Sets the modelview matrix that is used by the rasterizer.
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*/
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void KX_Camera::SetModelviewMatrix(const MT_Matrix4x4 & mat)
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{
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m_modelview_matrix = mat;
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}
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/**
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* Gets the projection matrix that is used by the rasterizer.
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*/
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void KX_Camera::GetProjectionMatrix(MT_Matrix4x4 & mat)
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{
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mat = m_projection_matrix;
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}
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/**
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* Gets the modelview matrix that is used by the rasterizer.
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*/
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void KX_Camera::GetModelviewMatrix(MT_Matrix4x4 & mat)
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{
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mat = m_modelview_matrix;
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}
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/*
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* These getters retrieve the clip data and the focal length
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*/
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float KX_Camera::GetLens()
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{
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return m_camdata.m_lens;
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}
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float KX_Camera::GetCameraNear()
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{
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return m_camdata.m_clipstart;
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}
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float KX_Camera::GetCameraFar()
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{
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return m_camdata.m_clipend;
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}
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RAS_CameraData* KX_Camera::GetCameraData()
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{
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return &m_camdata;
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}
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