1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://ogre.sourceforge.net/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __Camera_H__
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26 | #define __Camera_H__
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27 |
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28 | // Default options
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29 | #include "OgrePrerequisites.h"
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30 |
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31 | #include "OgreString.h"
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32 | #include "OgreMovableObject.h"
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33 |
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34 | // Matrices & Vectors
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35 | #include "OgreMatrix4.h"
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36 | #include "OgreVector3.h"
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37 | #include "OgrePlane.h"
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38 | #include "OgreQuaternion.h"
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39 | #include "OgreCommon.h"
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40 | #include "OgreFrustum.h"
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41 | #include "OgreRay.h"
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42 |
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43 |
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44 | namespace Ogre {
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45 |
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46 |
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47 |
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48 | /** A viewpoint from which the scene will be rendered.
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49 | @remarks
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50 | OGRE renders scenes from a camera viewpoint into a buffer of
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51 | some sort, normally a window or a texture (a subclass of
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52 | RenderTarget). OGRE cameras support both perspective projection (the default,
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53 | meaning objects get smaller the further away they are) and
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54 | orthographic projection (blueprint-style, no decrease in size
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55 | with distance). Each camera carries with it a style of rendering,
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56 | e.g. full textured, flat shaded, wireframe), field of view,
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57 | rendering distances etc, allowing you to use OGRE to create
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58 | complex multi-window views if required. In addition, more than
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59 | one camera can point at a single render target if required,
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60 | each rendering to a subset of the target, allowing split screen
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61 | and picture-in-picture views.
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62 | @par
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63 | Cameras maintain their own aspect ratios, field of view, and frustrum,
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64 | and project co-ordinates into a space measured from -1 to 1 in x and y,
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65 | and 0 to 1 in z. At render time, the camera will be rendering to a
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66 | Viewport which will translate these parametric co-ordinates into real screen
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67 | co-ordinates. Obviously it is advisable that the viewport has the same
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68 | aspect ratio as the camera to avoid distortion (unless you want it!).
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69 | @par
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70 | Note that a Camera can be attached to a SceneNode, using the method
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71 | SceneNode::attachObject. If this is done the Camera will combine it's own
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72 | position/orientation settings with it's parent SceneNode.
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73 | This is useful for implementing more complex Camera / object
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74 | relationships i.e. having a camera attached to a world object.
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75 | */
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76 | class _OgreExport Camera : public Frustum
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77 | {
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78 | protected:
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79 | /// Camera name
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80 | String mName;
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81 | /// Scene manager responsible for the scene
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82 | SceneManager *mSceneMgr;
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83 |
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84 | /// Camera orientation, quaternion style
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85 | Quaternion mOrientation;
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86 |
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87 | /// Camera position - default (0,0,0)
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88 | Vector3 mPosition;
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89 |
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90 | /// Derived orientation/position of the camera, including reflection
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91 | mutable Quaternion mDerivedOrientation;
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92 | mutable Vector3 mDerivedPosition;
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93 |
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94 | /// Real world orientation/position of the camera
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95 | mutable Quaternion mRealOrientation;
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96 | mutable Vector3 mRealPosition;
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97 |
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98 | /// Whether to yaw around a fixed axis.
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99 | bool mYawFixed;
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100 | /// Fixed axis to yaw around
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101 | Vector3 mYawFixedAxis;
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102 |
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103 | /// Rendering type
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104 | PolygonMode mSceneDetail;
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105 |
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106 | /// Stored number of visible faces in the last render
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107 | unsigned int mVisFacesLastRender;
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108 |
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109 | /// Shared class-level name for Movable type
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110 | static String msMovableType;
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111 |
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112 | /// SceneNode which this Camera will automatically track
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113 | SceneNode* mAutoTrackTarget;
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114 | /// Tracking offset for fine tuning
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115 | Vector3 mAutoTrackOffset;
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116 |
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117 | // Scene LOD factor used to adjust overall LOD
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118 | Real mSceneLodFactor;
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119 | /// Inverted scene LOD factor, can be used by Renderables to adjust their LOD
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120 | Real mSceneLodFactorInv;
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121 |
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122 |
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123 | /** Viewing window.
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124 | @remarks
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125 | Generalize camera class for the case, when viewing frustum doesn't cover all viewport.
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126 | */
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127 | Real mWLeft, mWTop, mWRight, mWBottom;
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128 | /// Is viewing window used.
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129 | bool mWindowSet;
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130 | /// Windowed viewport clip planes
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131 | mutable std::vector<Plane> mWindowClipPlanes;
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132 | // Was viewing window changed.
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133 | mutable bool mRecalcWindow;
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134 | /// The last viewport to be added using this camera
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135 | Viewport* mLastViewport;
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136 | /** Whether aspect ratio will automaticaally be recalculated
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137 | when a vieport changes its size
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138 | */
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139 | bool mAutoAspectRatio;
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140 | /// Custom culling frustum
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141 | Frustum *mCullFrustum;
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142 | /// Whether or not the rendering distance of objects should take effect for this camera
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143 | bool mUseRenderingDistance;
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144 |
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145 |
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146 | // Internal functions for calcs
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147 | bool isViewOutOfDate(void) const;
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148 | /// Signal to update frustum information.
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149 | void invalidateFrustum(void) const;
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150 | /// Signal to update view information.
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151 | void invalidateView(void) const;
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152 |
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153 |
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154 | /** Do actual window setting, using parameters set in SetWindow call
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155 | @remarks
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156 | The method will called on demand.
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157 | */
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158 | virtual void setWindowImpl(void) const;
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159 | /** Get the derived position of this frustum. */
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160 | const Vector3& getPositionForViewUpdate(void) const;
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161 | /** Get the derived orientation of this frustum. */
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162 | const Quaternion& getOrientationForViewUpdate(void) const;
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163 |
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164 |
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165 | public:
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166 | /** Standard constructor.
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167 | */
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168 | Camera( const String& name, SceneManager* sm);
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169 |
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170 | /** Standard destructor.
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171 | */
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172 | virtual ~Camera();
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173 |
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174 |
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175 | /** Returns a pointer to the SceneManager this camera is rendering through.
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176 | */
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177 | SceneManager* getSceneManager(void) const;
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178 |
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179 | /** Gets the camera's name.
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180 | */
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181 | virtual const String& getName(void) const;
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182 |
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183 |
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184 | /** Sets the level of rendering detail required from this camera.
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185 | @remarks
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186 | Each camera is set to render at full detail by default, that is
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187 | with full texturing, lighting etc. This method lets you change
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188 | that behaviour, allowing you to make the camera just render a
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189 | wireframe view, for example.
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190 | */
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191 | void setPolygonMode(PolygonMode sd);
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192 |
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193 | /** Retrieves the level of detail that the camera will render.
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194 | */
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195 | PolygonMode getPolygonMode(void) const;
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196 |
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197 | /** Sets the camera's position.
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198 | */
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199 | void setPosition(Real x, Real y, Real z);
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200 |
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201 | /** Sets the camera's position.
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202 | */
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203 | void setPosition(const Vector3& vec);
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204 |
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205 | /** Retrieves the camera's position.
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206 | */
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207 | const Vector3& getPosition(void) const;
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208 |
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209 | /** Moves the camera's position by the vector offset provided along world axes.
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210 | */
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211 | void move(const Vector3& vec);
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212 |
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213 | /** Moves the camera's position by the vector offset provided along it's own axes (relative to orientation).
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214 | */
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215 | void moveRelative(const Vector3& vec);
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216 |
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217 | /** Sets the camera's direction vector.
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218 | @remarks
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219 | Note that the 'up' vector for the camera will automatically be recalculated based on the
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220 | current 'up' vector (i.e. the roll will remain the same).
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221 | */
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222 | void setDirection(Real x, Real y, Real z);
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223 |
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224 | /** Sets the camera's direction vector.
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225 | */
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226 | void setDirection(const Vector3& vec);
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227 |
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228 | /* Gets the camera's direction.
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229 | */
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230 | Vector3 getDirection(void) const;
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231 |
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232 | /** Gets the camera's up vector.
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233 | */
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234 | Vector3 getUp(void) const;
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235 |
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236 | /** Gets the camera's right vector.
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237 | */
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238 | Vector3 getRight(void) const;
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239 |
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240 | /** Points the camera at a location in worldspace.
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241 | @remarks
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242 | This is a helper method to automatically generate the
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243 | direction vector for the camera, based on it's current position
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244 | and the supplied look-at point.
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245 | @param
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246 | targetPoint A vector specifying the look at point.
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247 | */
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248 | void lookAt( const Vector3& targetPoint );
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249 | /** Points the camera at a location in worldspace.
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250 | @remarks
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251 | This is a helper method to automatically generate the
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252 | direction vector for the camera, based on it's current position
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253 | and the supplied look-at point.
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254 | @param
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255 | x
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256 | @param
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257 | y
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258 | @param
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259 | z Co-ordinates of the point to look at.
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260 | */
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261 | void lookAt(Real x, Real y, Real z);
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262 |
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263 | /** Rolls the camera anticlockwise, around its local z axis.
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264 | */
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265 | void roll(const Radian& angle);
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266 | #ifndef OGRE_FORCE_ANGLE_TYPES
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267 | void roll(Real degrees) { roll ( Angle(degrees) ); }
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268 | #endif//OGRE_FORCE_ANGLE_TYPES
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269 |
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270 | /** Rotates the camera anticlockwise around it's local y axis.
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271 | */
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272 | void yaw(const Radian& angle);
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273 | #ifndef OGRE_FORCE_ANGLE_TYPES
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274 | void yaw(Real degrees) { yaw ( Angle(degrees) ); }
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275 | #endif//OGRE_FORCE_ANGLE_TYPES
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276 |
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277 | /** Pitches the camera up/down anticlockwise around it's local z axis.
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278 | */
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279 | void pitch(const Radian& angle);
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280 | #ifndef OGRE_FORCE_ANGLE_TYPES
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281 | void pitch(Real degrees) { pitch ( Angle(degrees) ); }
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282 | #endif//OGRE_FORCE_ANGLE_TYPES
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283 |
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284 | /** Rotate the camera around an arbitrary axis.
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285 | */
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286 | void rotate(const Vector3& axis, const Radian& angle);
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287 | #ifndef OGRE_FORCE_ANGLE_TYPES
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288 | void rotate(const Vector3& axis, Real degrees) { rotate ( axis, Angle(degrees) ); }
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289 | #endif//OGRE_FORCE_ANGLE_TYPES
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290 |
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291 | /** Rotate the camera around an aritrary axis using a Quarternion.
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292 | */
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293 | void rotate(const Quaternion& q);
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294 |
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295 | /** Tells the camera whether to yaw around it's own local Y axis or a
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296 | fixed axis of choice.
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297 | @remarks
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298 | This method allows you to change the yaw behaviour of the camera
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299 | - by default, the camera yaws around a fixed Y axis. This is
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300 | often what you want - for example if you're making a first-person
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301 | shooter, you really don't want the yaw axis to reflect the local
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302 | camera Y, because this would mean a different yaw axis if the
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303 | player is looking upwards rather than when they are looking
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304 | straight ahead. You can change this behaviour by calling this
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305 | method, which you will want to do if you are making a completely
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306 | free camera like the kind used in a flight simulator.
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307 | @param
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308 | useFixed If true, the axis passed in the second parameter will
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309 | always be the yaw axis no matter what the camera orientation.
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310 | If false, the camera yaws around the local Y.
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311 | @param
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312 | fixedAxis The axis to use if the first parameter is true.
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313 | */
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314 | void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y );
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315 |
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316 |
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317 | /** Returns the camera's current orientation.
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318 | */
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319 | const Quaternion& getOrientation(void) const;
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320 |
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321 | /** Sets the camera's orientation.
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322 | */
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323 | void setOrientation(const Quaternion& q);
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324 |
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325 | /** Tells the Camera to contact the SceneManager to render from it's viewpoint.
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326 | @param vp The viewport to render to
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327 | @param includeOverlays Whether or not any overlay objects should be included
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328 | */
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329 | void _renderScene(Viewport *vp, bool includeOverlays);
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330 |
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331 | /** Function for outputting to a stream.
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332 | */
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333 | friend std::ostream& operator<<(std::ostream& o, Camera& c);
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334 |
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335 | /** Internal method to notify camera of the visible faces in the last render.
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336 | */
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337 | void _notifyRenderedFaces(unsigned int numfaces);
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338 |
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339 | /** Internal method to retrieve the number of visible faces in the last render.
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340 | */
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341 | unsigned int _getNumRenderedFaces(void) const;
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342 |
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343 | /** Gets the derived orientation of the camera, including any
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344 | rotation inherited from a node attachment and reflection matrix. */
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345 | const Quaternion& getDerivedOrientation(void) const;
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346 | /** Gets the derived position of the camera, including any
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347 | translation inherited from a node attachment and reflection matrix. */
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348 | const Vector3& getDerivedPosition(void) const;
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349 | /** Gets the derived direction vector of the camera, including any
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350 | rotation inherited from a node attachment and reflection matrix. */
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351 | Vector3 getDerivedDirection(void) const;
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352 | /** Gets the derived up vector of the camera, including any
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353 | rotation inherited from a node attachment and reflection matrix. */
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354 | Vector3 getDerivedUp(void) const;
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355 | /** Gets the derived right vector of the camera, including any
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356 | rotation inherited from a node attachment and reflection matrix. */
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357 | Vector3 getDerivedRight(void) const;
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358 |
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359 | /** Gets the real world orientation of the camera, including any
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360 | rotation inherited from a node attachment */
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361 | const Quaternion& getRealOrientation(void) const;
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362 | /** Gets the real world position of the camera, including any
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363 | translation inherited from a node attachment. */
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364 | const Vector3& getRealPosition(void) const;
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365 | /** Gets the real world direction vector of the camera, including any
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366 | rotation inherited from a node attachment. */
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367 | Vector3 getRealDirection(void) const;
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368 | /** Gets the real world up vector of the camera, including any
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369 | rotation inherited from a node attachment. */
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370 | Vector3 getRealUp(void) const;
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371 | /** Gets the real world right vector of the camera, including any
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372 | rotation inherited from a node attachment. */
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373 | Vector3 getRealRight(void) const;
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374 |
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375 | /** Overridden from MovableObject */
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376 | const String& getMovableType(void) const;
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377 |
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378 | /** Enables / disables automatic tracking of a SceneNode.
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379 | @remarks
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380 | If you enable auto-tracking, this Camera will automatically rotate to
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381 | look at the target SceneNode every frame, no matter how
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382 | it or SceneNode move. This is handy if you want a Camera to be focused on a
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383 | single object or group of objects. Note that by default the Camera looks at the
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384 | origin of the SceneNode, if you want to tweak this, e.g. if the object which is
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385 | attached to this target node is quite big and you want to point the camera at
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386 | a specific point on it, provide a vector in the 'offset' parameter and the
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387 | camera's target point will be adjusted.
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388 | @param enabled If true, the Camera will track the SceneNode supplied as the next
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389 | parameter (cannot be null). If false the camera will cease tracking and will
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390 | remain in it's current orientation.
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391 | @param target Pointer to the SceneNode which this Camera will track. Make sure you don't
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392 | delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will
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393 | delete it so be careful of this). Can be null if and only if the enabled param is false.
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394 | @param offset If supplied, the camera targets this point in local space of the target node
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395 | instead of the origin of the target node. Good for fine tuning the look at point.
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396 | */
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397 | void setAutoTracking(bool enabled, SceneNode* target = 0,
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398 | const Vector3& offset = Vector3::ZERO);
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399 |
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400 |
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401 | /** Sets the level-of-detail factor for this Camera.
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402 | @remarks
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403 | This method can be used to influence the overall level of detail of the scenes
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404 | rendered using this camera. Various elements of the scene have level-of-detail
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405 | reductions to improve rendering speed at distance; this method allows you
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406 | to hint to those elements that you would like to adjust the level of detail that
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407 | they would normally use (up or down).
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408 | @par
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409 | The most common use for this method is to reduce the overall level of detail used
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410 | for a secondary camera used for sub viewports like rear-view mirrors etc.
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411 | Note that scene elements are at liberty to ignore this setting if they choose,
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412 | this is merely a hint.
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413 | @param factor The factor to apply to the usual level of detail calculation. Higher
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414 | values increase the detail, so 2.0 doubles the normal detail and 0.5 halves it.
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415 | */
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416 | void setLodBias(Real factor = 1.0);
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417 |
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418 | /** Returns the level-of-detail bias factor currently applied to this camera.
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419 | @remarks
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420 | See Camera::setLodBias for more details.
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421 | */
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422 | Real getLodBias(void) const;
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423 |
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424 |
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425 |
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426 | /** Gets a world space ray as cast from the camera through a viewport position.
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427 | @param screenx, screeny The x and y position at which the ray should intersect the viewport,
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428 | in normalised screen coordinates [0,1]
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429 | */
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430 | Ray getCameraToViewportRay(Real screenx, Real screeny) const;
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431 |
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432 | /** Internal method for OGRE to use for LOD calculations. */
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433 | Real _getLodBiasInverse(void) const;
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434 |
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435 |
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436 | /** Internal method used by OGRE to update auto-tracking cameras. */
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437 | void _autoTrack(void);
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438 |
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439 |
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440 | /** Sets the viewing window inside of viewport.
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441 | @remarks
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442 | This method can be used to set a subset of the viewport as the rendering
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443 | target.
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444 | @param Left Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 0).
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445 | @param Top Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 0).
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446 | @param Right Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 1).
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447 | @param Bottom Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 1).
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448 | */
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449 | virtual void setWindow (Real Left, Real Top, Real Right, Real Bottom);
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450 | /// Cancel view window.
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451 | virtual void resetWindow (void);
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452 | /// Returns if a viewport window is being used
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453 | virtual bool isWindowSet(void) const { return mWindowSet; }
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454 | /// Gets the window clip planes, only applicable if isWindowSet == true
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455 | const std::vector<Plane>& getWindowPlanes(void) const;
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456 |
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457 | /** Overridden from MovableObject */
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458 | Real getBoundingRadius(void) const;
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459 | /** Get the auto tracking target for this camera, if any. */
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460 | SceneNode* getAutoTrackTarget(void) const { return mAutoTrackTarget; }
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461 | /** Get the auto tracking offset for this camera, if it is auto tracking. */
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462 | const Vector3& getAutoTrackOffset(void) const { return mAutoTrackOffset; }
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463 |
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464 | /** Get the last viewport which was attached to this camera.
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465 | @note This is not guaranteed to be the only viewport which is
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466 | using this camera, just the last once which was created referring
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467 | to it.
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468 | */
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469 | Viewport* getViewport(void) const {return mLastViewport;}
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470 | /** Notifies this camera that a viewport is using it.*/
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471 | void _notifyViewport(Viewport* viewport) {mLastViewport = viewport;}
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472 |
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473 | /** If set to true a vieport that owns this frustum will be able to
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474 | recalculate the aspect ratio whenever the frustum is resized.
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475 | @remarks
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476 | You should set this to true only if the frustum / camera is used by
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477 | one viewport at the same time. Otherwise the aspect ratio for other
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478 | viewports may be wrong.
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479 | */
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480 | void setAutoAspectRatio(bool autoratio);
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481 |
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482 | /** Retreives if AutoAspectRatio is currently set or not
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483 | */
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484 | bool getAutoAspectRatio(void) const;
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485 |
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486 | /** Tells the camera to use a separate Frustum instance to perform culling.
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487 | @remarks
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488 | By calling this method, you can tell the camera to perform culling
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489 | against a different frustum to it's own. This is mostly useful for
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490 | debug cameras that allow you to show the culling behaviour of another
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491 | camera, or a manual frustum instance.
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492 | @param frustum Pointer to a frustum to use; this can either be a manual
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493 | Frustum instance (which you can attach to scene nodes like any other
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494 | MovableObject), or another camera. If you pass 0 to this method it
|
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495 | reverts the camera to normal behaviour.
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496 | */
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497 | void setCullingFrustum(Frustum* frustum) { mCullFrustum = frustum; }
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498 | /** Returns the custom culling frustum in use. */
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499 | Frustum* getCullingFrustum(void) { return mCullFrustum; }
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500 |
|
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501 | /// @copydoc Frustum::isVisible
|
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502 | bool isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy = 0) const;
|
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503 | /// @copydoc Frustum::isVisible
|
---|
504 | bool isVisible(const Sphere& bound, FrustumPlane* culledBy = 0) const;
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505 | /// @copydoc Frustum::isVisible
|
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506 | bool isVisible(const Vector3& vert, FrustumPlane* culledBy = 0) const;
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507 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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508 | bool isVisible(const AxisAlignedBox& bound, bool &intersects, FrustumPlane* culledBy = 0) const;
|
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509 | #endif
|
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510 | /// @copydoc Frustum::getWorldSpaceCorners
|
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511 | const Vector3* getWorldSpaceCorners(void) const;
|
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512 | /// @copydoc Frustum::getFrustumPlane
|
---|
513 | const Plane& getFrustumPlane( unsigned short plane ) const;
|
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514 | /// @copydoc Frustum::projectSphere
|
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515 | bool projectSphere(const Sphere& sphere,
|
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516 | Real* left, Real* top, Real* right, Real* bottom) const;
|
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517 | /// @copydoc Frustum::getNearClipDistance
|
---|
518 | Real getNearClipDistance(void) const;
|
---|
519 | /// @copydoc Frustum::getFarClipDistance
|
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520 | Real getFarClipDistance(void) const;
|
---|
521 | /// @copydoc Frustum::getViewMatrix
|
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522 | const Matrix4& getViewMatrix(void) const;
|
---|
523 | /** Specialised version of getViewMatrix allowing caller to differentiate
|
---|
524 | whether the custom culling frustum should be allowed or not.
|
---|
525 | @remarks
|
---|
526 | The default behaviour of the standard getViewMatrix is to delegate to
|
---|
527 | the alternate culling frustum, if it is set. This is expected when
|
---|
528 | performing CPU calculations, but the final rendering must be performed
|
---|
529 | using the real view matrix in order to display the correct debug view.
|
---|
530 | */
|
---|
531 | const Matrix4& getViewMatrix(bool ownFrustumOnly) const;
|
---|
532 | /** Set whether this camera should use the 'rendering distance' on
|
---|
533 | objects to exclude distant objects from the final image. The
|
---|
534 | default behaviour is to use it.
|
---|
535 | @param use True to use the rendering distance, false not to.
|
---|
536 | */
|
---|
537 | virtual void setUseRenderingDistance(bool use) { mUseRenderingDistance = use; }
|
---|
538 | /** Get whether this camera should use the 'rendering distance' on
|
---|
539 | objects to exclude distant objects from the final image.
|
---|
540 | */
|
---|
541 | virtual bool getUseRenderingDistance(void) const { return mUseRenderingDistance; }
|
---|
542 | };
|
---|
543 |
|
---|
544 | } // namespace Ogre
|
---|
545 | #endif
|
---|