[657] | 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 positions of parent orientation / position
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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 | /// Whether to yaw around a fixed axis.
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| 95 | bool mYawFixed;
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| 96 | /// Fixed axis to yaw around
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| 97 | Vector3 mYawFixedAxis;
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| 98 |
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| 99 | /// Rendering type
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| 100 | SceneDetailLevel mSceneDetail;
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| 101 |
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| 102 | /// Stored number of visible faces in the last render
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| 103 | unsigned int mVisFacesLastRender;
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| 104 |
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| 105 | /// Shared class-level name for Movable type
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| 106 | static String msMovableType;
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| 107 |
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| 108 | /// SceneNode which this Camera will automatically track
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| 109 | SceneNode* mAutoTrackTarget;
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| 110 | /// Tracking offset for fine tuning
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| 111 | Vector3 mAutoTrackOffset;
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| 112 |
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| 113 | // Scene LOD factor used to adjust overall LOD
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| 114 | Real mSceneLodFactor;
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| 115 | /// Inverted scene LOD factor, can be used by Renderables to adjust their LOD
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| 116 | Real mSceneLodFactorInv;
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| 117 |
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| 118 |
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| 119 | /** Viewing window.
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| 120 | @remarks
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| 121 | Generalize camera class for the case, when viewing frustum doesn't cover all viewport.
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| 122 | */
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| 123 | Real mWLeft, mWTop, mWRight, mWBottom;
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| 124 | /// Is viewing window used.
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| 125 | bool mWindowSet;
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| 126 | /// Windowed viewport clip planes
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| 127 | mutable std::vector<Plane> mWindowClipPlanes;
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| 128 | // Was viewing window changed.
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| 129 | mutable bool mRecalcWindow;
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| 130 | /// The last viewport to be added using this camera
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| 131 | Viewport* mLastViewport;
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| 132 | /** Whether aspect ratio will automaticaally be recalculated
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| 133 | when a vieport changes its size
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| 134 | */
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| 135 | bool mAutoAspectRatio;
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| 136 |
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| 137 | // Internal functions for calcs
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| 138 | void updateFrustum(void) const;
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| 139 | void updateView(void) const;
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| 140 | bool isViewOutOfDate(void) const;
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| 141 | /// Signal to update frustum information.
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| 142 | void invalidateFrustum(void) const;
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| 143 | /// Signal to update view information.
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| 144 | void invalidateView(void) const;
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| 145 |
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| 146 |
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| 147 | /** Do actual window setting, using parameters set in SetWindow call
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| 148 | @remarks
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| 149 | The method is called after projection matrix each change
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| 150 | */
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| 151 | virtual void setWindowImpl(void) const;
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| 152 | /** Get the derived position of this frustum. */
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| 153 | const Vector3& getPositionForViewUpdate(void) const;
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| 154 | /** Get the derived orientation of this frustum. */
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| 155 | const Quaternion& getOrientationForViewUpdate(void) const;
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| 156 |
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| 157 |
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| 158 | public:
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| 159 | /** Standard constructor.
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| 160 | */
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| 161 | Camera( const String& name, SceneManager* sm);
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| 162 |
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| 163 | /** Standard destructor.
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| 164 | */
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| 165 | virtual ~Camera();
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| 166 |
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| 167 |
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| 168 | /** Returns a pointer to the SceneManager this camera is rendering through.
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| 169 | */
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| 170 | SceneManager* getSceneManager(void) const;
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| 171 |
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| 172 | /** Gets the camera's name.
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| 173 | */
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| 174 | virtual const String& getName(void) const;
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| 175 |
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| 176 |
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| 177 | /** Sets the level of rendering detail required from this camera.
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| 178 | @remarks
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| 179 | Each camera is set to render at full detail by default, that is
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| 180 | with full texturing, lighting etc. This method lets you change
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| 181 | that behaviour, allowing you to make the camera just render a
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| 182 | wireframe view, for example.
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| 183 | */
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| 184 | void setDetailLevel(SceneDetailLevel sd);
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| 185 |
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| 186 | /** Retrieves the level of detail that the camera will render.
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| 187 | */
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| 188 | SceneDetailLevel getDetailLevel(void) const;
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| 189 |
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| 190 | /** Sets the camera's position.
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| 191 | */
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| 192 | void setPosition(Real x, Real y, Real z);
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| 193 |
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| 194 | /** Sets the camera's position.
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| 195 | */
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| 196 | void setPosition(const Vector3& vec);
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| 197 |
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| 198 | /** Retrieves the camera's position.
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| 199 | */
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| 200 | const Vector3& getPosition(void) const;
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| 201 |
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| 202 | /** Moves the camera's position by the vector offset provided along world axes.
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| 203 | */
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| 204 | void move(const Vector3& vec);
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| 205 |
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| 206 | /** Moves the camera's position by the vector offset provided along it's own axes (relative to orientation).
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| 207 | */
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| 208 | void moveRelative(const Vector3& vec);
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| 209 |
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| 210 | /** Sets the camera's direction vector.
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| 211 | @remarks
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| 212 | Note that the 'up' vector for the camera will automatically be recalculated based on the
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| 213 | current 'up' vector (i.e. the roll will remain the same).
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| 214 | */
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| 215 | void setDirection(Real x, Real y, Real z);
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| 216 |
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| 217 | /** Sets the camera's direction vector.
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| 218 | */
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| 219 | void setDirection(const Vector3& vec);
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| 220 |
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| 221 | /* Gets the camera's direction.
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| 222 | */
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| 223 | Vector3 getDirection(void) const;
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| 224 |
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| 225 | /** Gets the camera's up vector.
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| 226 | */
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| 227 | Vector3 getUp(void) const;
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| 228 |
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| 229 | /** Gets the camera's right vector.
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| 230 | */
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| 231 | Vector3 getRight(void) const;
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| 232 |
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| 233 | /** Points the camera at a location in worldspace.
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| 234 | @remarks
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| 235 | This is a helper method to automatically generate the
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| 236 | direction vector for the camera, based on it's current position
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| 237 | and the supplied look-at point.
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| 238 | @param
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| 239 | targetPoint A vector specifying the look at point.
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| 240 | */
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| 241 | void lookAt( const Vector3& targetPoint );
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| 242 | /** Points the camera at a location in worldspace.
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| 243 | @remarks
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| 244 | This is a helper method to automatically generate the
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| 245 | direction vector for the camera, based on it's current position
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| 246 | and the supplied look-at point.
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| 247 | @param
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| 248 | x
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| 249 | @param
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| 250 | y
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| 251 | @param
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| 252 | z Co-ordinates of the point to look at.
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| 253 | */
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| 254 | void lookAt(Real x, Real y, Real z);
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| 255 |
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| 256 | /** Rolls the camera anticlockwise, around its local z axis.
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| 257 | */
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| 258 | void roll(const Radian& angle);
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| 259 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 260 | void roll(Real degrees) { roll ( Angle(degrees) ); }
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| 261 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 262 |
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| 263 | /** Rotates the camera anticlockwise around it's local y axis.
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| 264 | */
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| 265 | void yaw(const Radian& angle);
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| 266 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 267 | void yaw(Real degrees) { yaw ( Angle(degrees) ); }
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| 268 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 269 |
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| 270 | /** Pitches the camera up/down anticlockwise around it's local z axis.
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| 271 | */
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| 272 | void pitch(const Radian& angle);
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| 273 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 274 | void pitch(Real degrees) { pitch ( Angle(degrees) ); }
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| 275 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 276 |
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| 277 | /** Rotate the camera around an arbitrary axis.
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| 278 | */
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| 279 | void rotate(const Vector3& axis, const Radian& angle);
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| 280 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 281 | void rotate(const Vector3& axis, Real degrees) { rotate ( axis, 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 aritrary axis using a Quarternion.
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| 285 | */
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| 286 | void rotate(const Quaternion& q);
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| 287 |
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| 288 | /** Tells the camera whether to yaw around it's own local Y axis or a
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| 289 | fixed axis of choice.
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| 290 | @remarks
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| 291 | This method allows you to change the yaw behaviour of the camera
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| 292 | - by default, the camera yaws around a fixed Y axis. This is
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| 293 | often what you want - for example if you're making a first-person
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| 294 | shooter, you really don't want the yaw axis to reflect the local
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| 295 | camera Y, because this would mean a different yaw axis if the
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| 296 | player is looking upwards rather than when they are looking
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| 297 | straight ahead. You can change this behaviour by calling this
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| 298 | method, which you will want to do if you are making a completely
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| 299 | free camera like the kind used in a flight simulator.
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| 300 | @param
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| 301 | useFixed If true, the axis passed in the second parameter will
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| 302 | always be the yaw axis no matter what the camera orientation.
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| 303 | If false, the camera yaws around the local Y.
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| 304 | @param
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| 305 | fixedAxis The axis to use if the first parameter is true.
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| 306 | */
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| 307 | void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y );
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| 308 |
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| 309 |
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| 310 | /** Returns the camera's current orientation.
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| 311 | */
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| 312 | const Quaternion& getOrientation(void) const;
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| 313 |
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| 314 | /** Sets the camera's orientation.
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| 315 | */
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| 316 | void setOrientation(const Quaternion& q);
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| 317 |
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| 318 | /** Tells the Camera to contact the SceneManager to render from it's viewpoint.
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| 319 | @param vp The viewport to render to
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| 320 | @param includeOverlays Whether or not any overlay objects should be included
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| 321 | */
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| 322 | void _renderScene(Viewport *vp, bool includeOverlays);
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| 323 |
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| 324 | /** Function for outputting to a stream.
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| 325 | */
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| 326 | friend std::ostream& operator<<(std::ostream& o, Camera& c);
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| 327 |
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| 328 | /** Internal method to notify camera of the visible faces in the last render.
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| 329 | */
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| 330 | void _notifyRenderedFaces(unsigned int numfaces);
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| 331 |
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| 332 | /** Internal method to retrieve the number of visible faces in the last render.
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| 333 | */
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| 334 | unsigned int _getNumRenderedFaces(void) const;
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| 335 |
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| 336 | /** Gets the derived orientation of the camera, including any
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| 337 | rotation inherited from a node attachment. */
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| 338 | const Quaternion& getDerivedOrientation(void) const;
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| 339 | /** Gets the derived position of the camera, including any
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| 340 | translation inherited from a node attachment. */
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| 341 | const Vector3& getDerivedPosition(void) const;
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| 342 | /** Gets the derived direction vector of the camera, including any
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| 343 | translation inherited from a node attachment. */
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| 344 | Vector3 getDerivedDirection(void) const;
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| 345 | /** Gets the derived up vector of the camera, including any
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| 346 | translation inherited from a node attachment. */
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| 347 | Vector3 getDerivedUp(void) const;
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| 348 | /** Gets the derived right vector of the camera, including any
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| 349 | translation inherited from a node attachment. */
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| 350 | Vector3 getDerivedRight(void) const;
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| 351 |
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| 352 | /** Overridden from MovableObject */
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| 353 | const String& getMovableType(void) const;
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| 354 |
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| 355 | /** Enables / disables automatic tracking of a SceneNode.
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| 356 | @remarks
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| 357 | If you enable auto-tracking, this Camera will automatically rotate to
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| 358 | look at the target SceneNode every frame, no matter how
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| 359 | it or SceneNode move. This is handy if you want a Camera to be focused on a
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| 360 | single object or group of objects. Note that by default the Camera looks at the
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| 361 | origin of the SceneNode, if you want to tweak this, e.g. if the object which is
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| 362 | attached to this target node is quite big and you want to point the camera at
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| 363 | a specific point on it, provide a vector in the 'offset' parameter and the
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| 364 | camera's target point will be adjusted.
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| 365 | @param enabled If true, the Camera will track the SceneNode supplied as the next
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| 366 | parameter (cannot be null). If false the camera will cease tracking and will
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| 367 | remain in it's current orientation.
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| 368 | @param target Pointer to the SceneNode which this Camera will track. Make sure you don't
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| 369 | delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will
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| 370 | delete it so be careful of this). Can be null if and only if the enabled param is false.
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| 371 | @param offset If supplied, the camera targets this point in local space of the target node
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| 372 | instead of the origin of the target node. Good for fine tuning the look at point.
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| 373 | */
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| 374 | void setAutoTracking(bool enabled, SceneNode* target = 0,
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| 375 | const Vector3& offset = Vector3::ZERO);
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| 376 |
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| 377 |
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| 378 | /** Sets the level-of-detail factor for this Camera.
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| 379 | @remarks
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| 380 | This method can be used to influence the overall level of detail of the scenes
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| 381 | rendered using this camera. Various elements of the scene have level-of-detail
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| 382 | reductions to improve rendering speed at distance; this method allows you
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| 383 | to hint to those elements that you would like to adjust the level of detail that
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| 384 | they would normally use (up or down).
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| 385 | @par
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| 386 | The most common use for this method is to reduce the overall level of detail used
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| 387 | for a secondary camera used for sub viewports like rear-view mirrors etc.
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| 388 | Note that scene elements are at liberty to ignore this setting if they choose,
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| 389 | this is merely a hint.
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| 390 | @param factor The factor to apply to the usual level of detail calculation. Higher
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| 391 | values increase the detail, so 2.0 doubles the normal detail and 0.5 halves it.
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| 392 | */
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| 393 | void setLodBias(Real factor = 1.0);
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| 394 |
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| 395 | /** Returns the level-of-detail bias factor currently applied to this camera.
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| 396 | @remarks
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| 397 | See Camera::setLodBias for more details.
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| 398 | */
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| 399 | Real getLodBias(void) const;
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| 400 |
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| 401 |
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| 402 |
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| 403 | /** Gets a world space ray as cast from the camera through a viewport position.
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| 404 | @param screenx, screeny The x and y position at which the ray should intersect the viewport,
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| 405 | in normalised screen coordinates [0,1]
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| 406 | */
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| 407 | Ray getCameraToViewportRay(Real screenx, Real screeny) const;
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| 408 |
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| 409 | /** Internal method for OGRE to use for LOD calculations. */
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| 410 | Real _getLodBiasInverse(void) const;
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| 411 |
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| 412 |
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| 413 | /** Internal method used by OGRE to update auto-tracking cameras. */
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| 414 | void _autoTrack(void);
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| 415 |
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| 416 |
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| 417 | /** Sets the viewing window inside of viewport.
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| 418 | @remarks
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| 419 | This method can be used to set a subset of the viewport as the rendering
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| 420 | target.
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| 421 | @param Left Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 0).
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| 422 | @param Top Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 0).
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| 423 | @param Right Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 1).
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| 424 | @param Bottom Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 1).
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| 425 | */
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| 426 | virtual void setWindow (Real Left, Real Top, Real Right, Real Bottom);
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| 427 | /// Cancel view window.
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| 428 | virtual void resetWindow (void);
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| 429 | /// Returns if a viewport window is being used
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| 430 | virtual bool isWindowSet(void) const { return mWindowSet; }
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| 431 | /// Gets the window clip planes, only applicable if isWindowSet == true
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| 432 | const std::vector<Plane>& getWindowPlanes(void) const;
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| 433 |
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| 434 | /** Overridden from MovableObject */
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| 435 | Real getBoundingRadius(void) const;
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| 436 | /** Get the auto tracking target for this camera, if any. */
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| 437 | SceneNode* getAutoTrackTarget(void) const { return mAutoTrackTarget; }
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| 438 | /** Get the auto tracking offset for this camera, if it is auto tracking. */
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| 439 | const Vector3& getAutoTrackOffset(void) const { return mAutoTrackOffset; }
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| 440 |
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| 441 | /** Get the last viewport which was attached to this camera.
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| 442 | @note This is not guaranteed to be the only viewport which is
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| 443 | using this camera, just the last once which was created referring
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| 444 | to it.
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| 445 | */
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| 446 | Viewport* getViewport(void) const {return mLastViewport;}
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| 447 | /** Notifies this camera that a viewport is using it.*/
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| 448 | void _notifyViewport(Viewport* viewport) {mLastViewport = viewport;}
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| 449 |
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| 450 | /** If set to true a vieport that owns this frustum will be able to
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| 451 | recalculate the aspect ratio whenever the frustum is resized.
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| 452 | @remarks
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| 453 | You should set this to true only if the frustum / camera is used by
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| 454 | one viewport at the same time. Otherwise the aspect ratio for other
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| 455 | viewports may be wrong.
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| 456 | */
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| 457 | void setAutoAspectRatio(bool autoratio);
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| 458 |
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| 459 | /** Retreives if AutoAspectRatio is currently set or not
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| 460 | */
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| 461 | bool getAutoAspectRatio(void) const;
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| 462 | };
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| 463 |
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| 464 | } // namespace Ogre
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| 465 | #endif
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