forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
262 lines
7.3 KiB
C++
262 lines
7.3 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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Py_Header;
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protected:
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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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/**
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* true if the view frustum (modelview/projection matrix)
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* has changed - the clip planes (m_planes) will have to be
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* regenerated.
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*/
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bool m_dirty;
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/**
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* true if the frustum planes have been normalised.
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*/
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bool m_normalised;
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/**
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* View Frustum clip planes.
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*/
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MT_Vector4 m_planes[6];
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/**
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* This camera is frustum culling.
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* Some cameras (ie if the game was started from a non camera view should not cull.)
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*/
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bool m_frustum_culling;
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/**
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* true if this camera has a valid projection matrix.
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*/
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bool m_set_projection_matrix;
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/**
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* The centre point of the frustum.
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*/
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MT_Point3 m_frustum_centre;
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MT_Scalar m_frustum_radius;
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bool m_set_frustum_centre;
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/**
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* Python module doc string.
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*/
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static char doc[];
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/**
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* Extracts the camera clip frames from the projection and world-to-camera matrices.
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*/
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void ExtractClipPlanes();
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/**
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* Normalise the camera clip frames.
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*/
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void NormaliseClipPlanes();
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/**
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* Extracts the bound sphere of the view frustum.
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*/
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void ExtractFrustumSphere();
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public:
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typedef enum { INSIDE, INTERSECT, OUTSIDE } ;
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KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, PyTypeObject *T = &Type);
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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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/**
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* Not implemented.
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*/
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void CorrectLookUp(MT_Scalar speed);
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const MT_Point3 GetCameraLocation() const;
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/* I want the camera orientation as well. */
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const MT_Quaternion GetCameraOrientation() const;
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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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const MT_Matrix4x4& GetProjectionMatrix() const;
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/** returns true if this camera has been set a projection matrix. */
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bool hasValidProjectionMatrix() const;
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/** Sets the validity of the projection matrix. Call this if you change camera
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data (eg lens, near plane, far plane) and require the projection matrix to be
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recalculated.
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*/
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void InvalidateProjectionMatrix(bool valid = false);
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/** Gets the modelview matrix that is used by the rasterizer.
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* @warning If the Camera is a dynamic object then this method may return garbage. Use GetCameraToWorld() instead.
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*/
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const MT_Matrix4x4& GetModelviewMatrix() const;
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/** Gets the focal length. */
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float GetLens() const;
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/** Gets the near clip distance. */
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float GetCameraNear() const;
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/** Gets the far clip distance. */
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float GetCameraFar() const;
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/** Gets all camera data. */
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RAS_CameraData* GetCameraData();
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/**
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* Tests if the given sphere is inside this camera's view frustum.
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*
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* @param centre The centre of the sphere, in world coordinates.
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* @param radius The radius of the sphere.
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* @return INSIDE, INTERSECT, or OUTSIDE depending on the sphere's relation to the frustum.
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*/
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int SphereInsideFrustum(const MT_Point3& centre, const MT_Scalar &radius);
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/**
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* Tests the given eight corners of a box with the view frustum.
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*
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* @param box a pointer to eight MT_Point3 representing the world coordinates of the corners of the box.
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* @return INSIDE, INTERSECT, or OUTSIDE depending on the box's relation to the frustum.
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*/
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int BoxInsideFrustum(const MT_Point3 *box);
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/**
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* Tests the given point against the view frustum.
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* @return true if the given point is inside or on the view frustum; false if it is outside.
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*/
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bool PointInsideFrustum(const MT_Point3& x);
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/**
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* Gets this camera's culling status.
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*/
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bool GetFrustumCulling() const;
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/**
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* Sets this camera's viewport status.
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*/
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void EnableViewport(bool viewport);
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/**
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* Sets this camera's viewport.
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*/
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void SetViewport(int left, int bottom, int right, int top);
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/**
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* Gets this camera's viewport status.
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*/
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bool GetViewport() const;
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/**
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* Gets this camera's viewport left.
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*/
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int GetViewportLeft() const;
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/**
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* Gets this camera's viewport bottom.
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*/
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int GetViewportBottom() const;
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/**
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* Gets this camera's viewport right.
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*/
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int GetViewportRight() const;
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/**
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* Gets this camera's viewport top.
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*/
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int GetViewportTop() const;
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KX_PYMETHOD_DOC(KX_Camera, sphereInsideFrustum);
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KX_PYMETHOD_DOC(KX_Camera, boxInsideFrustum);
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KX_PYMETHOD_DOC(KX_Camera, pointInsideFrustum);
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KX_PYMETHOD_DOC(KX_Camera, getCameraToWorld);
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KX_PYMETHOD_DOC(KX_Camera, getWorldToCamera);
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KX_PYMETHOD_DOC(KX_Camera, getProjectionMatrix);
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KX_PYMETHOD_DOC(KX_Camera, setProjectionMatrix);
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KX_PYMETHOD_DOC(KX_Camera, enableViewport);
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KX_PYMETHOD_DOC(KX_Camera, setViewport);
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virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
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virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
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};
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#endif //__KX_CAMERA
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