blender/source/gameengine/Ketsji/KX_Camera.cpp
Kent Mein 209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00

186 lines
3.6 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.
*/
#include "KX_Camera.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_Camera::KX_Camera(void* sgReplicationInfo,
SG_Callbacks callbacks,
const RAS_CameraData& camdata)
:
KX_GameObject(sgReplicationInfo,callbacks)
{
// setting a name would be nice...
m_name = "cam";
m_camdata = camdata;
SetProperty("camera",new CIntValue(1));
}
KX_Camera::~KX_Camera()
{
}
MT_Transform KX_Camera::GetWorldToCamera() const
{
MT_Transform camtrans;
MT_Transform trans;
trans.setBasis(NodeGetWorldOrientation());
trans.setOrigin(NodeGetWorldPosition());
camtrans.invert(trans);
return camtrans;
}
MT_Transform KX_Camera::GetCameraToWorld() const
{
MT_Transform trans;
trans.setBasis(NodeGetWorldOrientation());
trans.setOrigin(NodeGetWorldPosition());
return trans;
}
void KX_Camera::CorrectLookUp(MT_Scalar speed)
{
}
const MT_Point3 KX_Camera::GetCameraLocation()
{
/* this is the camera locatio in cam coords... */
//return m_trans1.getOrigin();
//return MT_Point3(0,0,0); <-----
/* .... I want it in world coords */
MT_Transform trans;
trans.setBasis(NodeGetWorldOrientation());
return NodeGetWorldPosition();
}
/* I want the camera orientation as well. */
const MT_Quaternion KX_Camera::GetCameraOrientation()
{
MT_Transform trans;
trans.setBasis(NodeGetWorldOrientation());
trans.setOrigin(NodeGetWorldPosition());
return trans.getRotation();
}
/**
* Sets the projection matrix that is used by the rasterizer.
*/
void KX_Camera::SetProjectionMatrix(const MT_Matrix4x4 & mat)
{
m_projection_matrix = mat;
}
/**
* Sets the modelview matrix that is used by the rasterizer.
*/
void KX_Camera::SetModelviewMatrix(const MT_Matrix4x4 & mat)
{
m_modelview_matrix = mat;
}
/**
* Gets the projection matrix that is used by the rasterizer.
*/
void KX_Camera::GetProjectionMatrix(MT_Matrix4x4 & mat)
{
mat = m_projection_matrix;
}
/**
* Gets the modelview matrix that is used by the rasterizer.
*/
void KX_Camera::GetModelviewMatrix(MT_Matrix4x4 & mat)
{
mat = m_modelview_matrix;
}
/*
* These getters retrieve the clip data and the focal length
*/
float KX_Camera::GetLens()
{
return m_camdata.m_lens;
}
float KX_Camera::GetCameraNear()
{
return m_camdata.m_clipstart;
}
float KX_Camera::GetCameraFar()
{
return m_camdata.m_clipend;
}
RAS_CameraData* KX_Camera::GetCameraData()
{
return &m_camdata;
}