blender/source/gameengine/Ketsji/KX_Camera.h
Kent Mein b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00

121 lines
3.5 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* Camera in the gameengine. Cameras are also used for views.
*/
#ifndef __KX_CAMERA
#define __KX_CAMERA
#include "MT_Transform.h"
#include "MT_Matrix3x3.h"
#include "MT_Matrix4x4.h"
#include "MT_Vector3.h"
#include "MT_Point3.h"
#include "KX_GameObject.h"
#include "IntValue.h"
#include "RAS_CameraData.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
class KX_Camera : public KX_GameObject
{
/** Camera parameters (clips distances, focal lenght). These
* params are closely tied to BLender. In the gameengine, only the
* projection and modelview matrices are relevant. There's a
* conversion being done in the engine class. Why is it stored
* here? It doesn't really have a function here. */
RAS_CameraData m_camdata;
// Never used, I think...
// void MoveTo(const MT_Point3& movevec)
// {
/*MT_Transform camtrans;
camtrans.invert(m_trans1);
MT_Matrix3x3 camorient = camtrans.getBasis();
camtrans.translate(camorient.inverse()*movevec);
m_trans1.invert(camtrans);
*/
// }
/**
* Storage for the projection matrix that is passed to the
* rasterizer. */
MT_Matrix4x4 m_projection_matrix;
/**
* Storage for the modelview matrix that is passed to the
* rasterizer. */
MT_Matrix4x4 m_modelview_matrix;
public:
KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata);
virtual ~KX_Camera();
MT_Transform GetWorldToCamera() const;
MT_Transform GetCameraToWorld() const;
void CorrectLookUp(MT_Scalar speed);
const MT_Point3 GetCameraLocation();
/* I want the camera orientation as well. */
const MT_Quaternion GetCameraOrientation();
/** Sets the projection matrix that is used by the rasterizer. */
void SetProjectionMatrix(const MT_Matrix4x4 & mat);
/** Sets the modelview matrix that is used by the rasterizer. */
void SetModelviewMatrix(const MT_Matrix4x4 & mat);
/** Gets the projection matrix that is used by the rasterizer. */
void GetProjectionMatrix(MT_Matrix4x4 & mat);
/** Gets the modelview matrix that is used by the rasterizer. */
void GetModelviewMatrix(MT_Matrix4x4 & mat);
/** Gets the focal lenght. */
float GetLens();
/** Gets the near clip distance. */
float GetCameraNear();
/** Gets the far clip distance. */
float GetCameraFar();
/** Gets all camera data. */
RAS_CameraData* GetCameraData();
};
#endif //__KX_CAMERA