forked from bartvdbraak/blender
f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
116 lines
3.4 KiB
C++
116 lines
3.4 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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#ifndef __KX_CAMERA
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#define __KX_CAMERA
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#include "MT_Transform.h"
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#include "MT_Matrix3x3.h"
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#include "MT_Matrix4x4.h"
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#include "MT_Vector3.h"
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#include "MT_Point3.h"
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#include "KX_GameObject.h"
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#include "IntValue.h"
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#include "RAS_CameraData.h"
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class KX_Camera : public KX_GameObject
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{
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/** Camera parameters (clips distances, focal lenght). These
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* params are closely tied to BLender. In the gameengine, only the
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* projection and modelview matrices are relevant. There's a
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* conversion being done in the engine class. Why is it stored
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* here? It doesn't really have a function here. */
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RAS_CameraData m_camdata;
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// Never used, I think...
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// void MoveTo(const MT_Point3& movevec)
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// {
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/*MT_Transform camtrans;
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camtrans.invert(m_trans1);
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MT_Matrix3x3 camorient = camtrans.getBasis();
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camtrans.translate(camorient.inverse()*movevec);
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m_trans1.invert(camtrans);
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*/
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// }
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/**
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* Storage for the projection matrix that is passed to the
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* rasterizer. */
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MT_Matrix4x4 m_projection_matrix;
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/**
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* Storage for the modelview matrix that is passed to the
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* rasterizer. */
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MT_Matrix4x4 m_modelview_matrix;
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public:
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KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata);
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virtual ~KX_Camera();
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MT_Transform GetWorldToCamera() const;
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MT_Transform GetCameraToWorld() const;
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void CorrectLookUp(MT_Scalar speed);
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const MT_Point3 GetCameraLocation();
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/* I want the camera orientation as well. */
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const MT_Quaternion GetCameraOrientation();
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/** Sets the projection matrix that is used by the rasterizer. */
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void SetProjectionMatrix(const MT_Matrix4x4 & mat);
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/** Sets the modelview matrix that is used by the rasterizer. */
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void SetModelviewMatrix(const MT_Matrix4x4 & mat);
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/** Gets the projection matrix that is used by the rasterizer. */
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void GetProjectionMatrix(MT_Matrix4x4 & mat);
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/** Gets the modelview matrix that is used by the rasterizer. */
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void GetModelviewMatrix(MT_Matrix4x4 & mat);
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/** Gets the focal lenght. */
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float GetLens();
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/** Gets the near clip distance. */
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float GetCameraNear();
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/** Gets the far clip distance. */
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float GetCameraFar();
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/** Gets all camera data. */
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RAS_CameraData* GetCameraData();
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};
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#endif //__KX_CAMERA
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