blender/source/gameengine/Ketsji/KX_Camera.h
Campbell Barton afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00

262 lines
7.3 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"
class KX_Camera : public KX_GameObject
{
Py_Header;
protected:
/** 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;
/**
* true if the view frustum (modelview/projection matrix)
* has changed - the clip planes (m_planes) will have to be
* regenerated.
*/
bool m_dirty;
/**
* true if the frustum planes have been normalized.
*/
bool m_normalized;
/**
* View Frustum clip planes.
*/
MT_Vector4 m_planes[6];
/**
* This camera is frustum culling.
* Some cameras (ie if the game was started from a non camera view should not cull.)
*/
bool m_frustum_culling;
/**
* true if this camera has a valid projection matrix.
*/
bool m_set_projection_matrix;
/**
* The center point of the frustum.
*/
MT_Point3 m_frustum_center;
MT_Scalar m_frustum_radius;
bool m_set_frustum_center;
/**
* Python module doc string.
*/
static char doc[];
/**
* Extracts the camera clip frames from the projection and world-to-camera matrices.
*/
void ExtractClipPlanes();
/**
* Normalize the camera clip frames.
*/
void NormalizeClipPlanes();
/**
* Extracts the bound sphere of the view frustum.
*/
void ExtractFrustumSphere();
public:
typedef enum { INSIDE, INTERSECT, OUTSIDE } ;
KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, PyTypeObject *T = &Type);
virtual ~KX_Camera();
MT_Transform GetWorldToCamera() const;
MT_Transform GetCameraToWorld() const;
/**
* Not implemented.
*/
void CorrectLookUp(MT_Scalar speed);
const MT_Point3 GetCameraLocation() const;
/* I want the camera orientation as well. */
const MT_Quaternion GetCameraOrientation() const;
/** 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. */
const MT_Matrix4x4& GetProjectionMatrix() const;
/** returns true if this camera has been set a projection matrix. */
bool hasValidProjectionMatrix() const;
/** Sets the validity of the projection matrix. Call this if you change camera
data (eg lens, near plane, far plane) and require the projection matrix to be
recalculated.
*/
void InvalidateProjectionMatrix(bool valid = false);
/** Gets the modelview matrix that is used by the rasterizer.
* @warning If the Camera is a dynamic object then this method may return garbage. Use GetCameraToWorld() instead.
*/
const MT_Matrix4x4& GetModelviewMatrix() const;
/** Gets the focal length. */
float GetLens() const;
/** Gets the near clip distance. */
float GetCameraNear() const;
/** Gets the far clip distance. */
float GetCameraFar() const;
/** Gets all camera data. */
RAS_CameraData* GetCameraData();
/**
* Tests if the given sphere is inside this camera's view frustum.
*
* @param center The center of the sphere, in world coordinates.
* @param radius The radius of the sphere.
* @return INSIDE, INTERSECT, or OUTSIDE depending on the sphere's relation to the frustum.
*/
int SphereInsideFrustum(const MT_Point3& center, const MT_Scalar &radius);
/**
* Tests the given eight corners of a box with the view frustum.
*
* @param box a pointer to eight MT_Point3 representing the world coordinates of the corners of the box.
* @return INSIDE, INTERSECT, or OUTSIDE depending on the box's relation to the frustum.
*/
int BoxInsideFrustum(const MT_Point3 *box);
/**
* Tests the given point against the view frustum.
* @return true if the given point is inside or on the view frustum; false if it is outside.
*/
bool PointInsideFrustum(const MT_Point3& x);
/**
* Gets this camera's culling status.
*/
bool GetFrustumCulling() const;
/**
* Sets this camera's viewport status.
*/
void EnableViewport(bool viewport);
/**
* Sets this camera's viewport.
*/
void SetViewport(int left, int bottom, int right, int top);
/**
* Gets this camera's viewport status.
*/
bool GetViewport() const;
/**
* Gets this camera's viewport left.
*/
int GetViewportLeft() const;
/**
* Gets this camera's viewport bottom.
*/
int GetViewportBottom() const;
/**
* Gets this camera's viewport right.
*/
int GetViewportRight() const;
/**
* Gets this camera's viewport top.
*/
int GetViewportTop() const;
KX_PYMETHOD_DOC(KX_Camera, sphereInsideFrustum);
KX_PYMETHOD_DOC(KX_Camera, boxInsideFrustum);
KX_PYMETHOD_DOC(KX_Camera, pointInsideFrustum);
KX_PYMETHOD_DOC(KX_Camera, getCameraToWorld);
KX_PYMETHOD_DOC(KX_Camera, getWorldToCamera);
KX_PYMETHOD_DOC(KX_Camera, getProjectionMatrix);
KX_PYMETHOD_DOC(KX_Camera, setProjectionMatrix);
KX_PYMETHOD_DOC(KX_Camera, enableViewport);
KX_PYMETHOD_DOC(KX_Camera, setViewport);
virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
};
#endif //__KX_CAMERA