/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://ogre.sourceforge.net/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __Camera_H__ #define __Camera_H__ // Default options #include "OgrePrerequisites.h" #include "OgreString.h" #include "OgreMovableObject.h" // Matrices & Vectors #include "OgreMatrix4.h" #include "OgreVector3.h" #include "OgrePlane.h" #include "OgreQuaternion.h" #include "OgreCommon.h" #include "OgreFrustum.h" #include "OgreRay.h" namespace Ogre { /** A viewpoint from which the scene will be rendered. @remarks OGRE renders scenes from a camera viewpoint into a buffer of some sort, normally a window or a texture (a subclass of RenderTarget). OGRE cameras support both perspective projection (the default, meaning objects get smaller the further away they are) and orthographic projection (blueprint-style, no decrease in size with distance). Each camera carries with it a style of rendering, e.g. full textured, flat shaded, wireframe), field of view, rendering distances etc, allowing you to use OGRE to create complex multi-window views if required. In addition, more than one camera can point at a single render target if required, each rendering to a subset of the target, allowing split screen and picture-in-picture views. @par Cameras maintain their own aspect ratios, field of view, and frustrum, and project co-ordinates into a space measured from -1 to 1 in x and y, and 0 to 1 in z. At render time, the camera will be rendering to a Viewport which will translate these parametric co-ordinates into real screen co-ordinates. Obviously it is advisable that the viewport has the same aspect ratio as the camera to avoid distortion (unless you want it!). @par Note that a Camera can be attached to a SceneNode, using the method SceneNode::attachObject. If this is done the Camera will combine it's own position/orientation settings with it's parent SceneNode. This is useful for implementing more complex Camera / object relationships i.e. having a camera attached to a world object. */ class _OgreExport Camera : public Frustum { protected: /// Camera name String mName; /// Scene manager responsible for the scene SceneManager *mSceneMgr; /// Camera orientation, quaternion style Quaternion mOrientation; /// Camera position - default (0,0,0) Vector3 mPosition; /// Derived positions of parent orientation / position mutable Quaternion mDerivedOrientation; mutable Vector3 mDerivedPosition; /// Whether to yaw around a fixed axis. bool mYawFixed; /// Fixed axis to yaw around Vector3 mYawFixedAxis; /// Rendering type SceneDetailLevel mSceneDetail; /// Stored number of visible faces in the last render unsigned int mVisFacesLastRender; /// Shared class-level name for Movable type static String msMovableType; /// SceneNode which this Camera will automatically track SceneNode* mAutoTrackTarget; /// Tracking offset for fine tuning Vector3 mAutoTrackOffset; // Scene LOD factor used to adjust overall LOD Real mSceneLodFactor; /// Inverted scene LOD factor, can be used by Renderables to adjust their LOD Real mSceneLodFactorInv; /** Viewing window. @remarks Generalize camera class for the case, when viewing frustum doesn't cover all viewport. */ Real mWLeft, mWTop, mWRight, mWBottom; /// Is viewing window used. bool mWindowSet; /// Windowed viewport clip planes mutable std::vector mWindowClipPlanes; // Was viewing window changed. mutable bool mRecalcWindow; /// The last viewport to be added using this camera Viewport* mLastViewport; /** Whether aspect ratio will automaticaally be recalculated when a vieport changes its size */ bool mAutoAspectRatio; // Internal functions for calcs void updateFrustum(void) const; void updateView(void) const; bool isViewOutOfDate(void) const; /// Signal to update frustum information. void invalidateFrustum(void) const; /// Signal to update view information. void invalidateView(void) const; /** Do actual window setting, using parameters set in SetWindow call @remarks The method is called after projection matrix each change */ virtual void setWindowImpl(void) const; /** Get the derived position of this frustum. */ const Vector3& getPositionForViewUpdate(void) const; /** Get the derived orientation of this frustum. */ const Quaternion& getOrientationForViewUpdate(void) const; public: /** Standard constructor. */ Camera( const String& name, SceneManager* sm); /** Standard destructor. */ virtual ~Camera(); /** Returns a pointer to the SceneManager this camera is rendering through. */ SceneManager* getSceneManager(void) const; /** Gets the camera's name. */ virtual const String& getName(void) const; /** Sets the level of rendering detail required from this camera. @remarks Each camera is set to render at full detail by default, that is with full texturing, lighting etc. This method lets you change that behaviour, allowing you to make the camera just render a wireframe view, for example. */ void setDetailLevel(SceneDetailLevel sd); /** Retrieves the level of detail that the camera will render. */ SceneDetailLevel getDetailLevel(void) const; /** Sets the camera's position. */ void setPosition(Real x, Real y, Real z); /** Sets the camera's position. */ void setPosition(const Vector3& vec); /** Retrieves the camera's position. */ const Vector3& getPosition(void) const; /** Moves the camera's position by the vector offset provided along world axes. */ void move(const Vector3& vec); /** Moves the camera's position by the vector offset provided along it's own axes (relative to orientation). */ void moveRelative(const Vector3& vec); /** Sets the camera's direction vector. @remarks Note that the 'up' vector for the camera will automatically be recalculated based on the current 'up' vector (i.e. the roll will remain the same). */ void setDirection(Real x, Real y, Real z); /** Sets the camera's direction vector. */ void setDirection(const Vector3& vec); /* Gets the camera's direction. */ Vector3 getDirection(void) const; /** Gets the camera's up vector. */ Vector3 getUp(void) const; /** Gets the camera's right vector. */ Vector3 getRight(void) const; /** Points the camera at a location in worldspace. @remarks This is a helper method to automatically generate the direction vector for the camera, based on it's current position and the supplied look-at point. @param targetPoint A vector specifying the look at point. */ void lookAt( const Vector3& targetPoint ); /** Points the camera at a location in worldspace. @remarks This is a helper method to automatically generate the direction vector for the camera, based on it's current position and the supplied look-at point. @param x @param y @param z Co-ordinates of the point to look at. */ void lookAt(Real x, Real y, Real z); /** Rolls the camera anticlockwise, around its local z axis. */ void roll(const Radian& angle); #ifndef OGRE_FORCE_ANGLE_TYPES void roll(Real degrees) { roll ( Angle(degrees) ); } #endif//OGRE_FORCE_ANGLE_TYPES /** Rotates the camera anticlockwise around it's local y axis. */ void yaw(const Radian& angle); #ifndef OGRE_FORCE_ANGLE_TYPES void yaw(Real degrees) { yaw ( Angle(degrees) ); } #endif//OGRE_FORCE_ANGLE_TYPES /** Pitches the camera up/down anticlockwise around it's local z axis. */ void pitch(const Radian& angle); #ifndef OGRE_FORCE_ANGLE_TYPES void pitch(Real degrees) { pitch ( Angle(degrees) ); } #endif//OGRE_FORCE_ANGLE_TYPES /** Rotate the camera around an arbitrary axis. */ void rotate(const Vector3& axis, const Radian& angle); #ifndef OGRE_FORCE_ANGLE_TYPES void rotate(const Vector3& axis, Real degrees) { rotate ( axis, Angle(degrees) ); } #endif//OGRE_FORCE_ANGLE_TYPES /** Rotate the camera around an aritrary axis using a Quarternion. */ void rotate(const Quaternion& q); /** Tells the camera whether to yaw around it's own local Y axis or a fixed axis of choice. @remarks This method allows you to change the yaw behaviour of the camera - by default, the camera yaws around a fixed Y axis. This is often what you want - for example if you're making a first-person shooter, you really don't want the yaw axis to reflect the local camera Y, because this would mean a different yaw axis if the player is looking upwards rather than when they are looking straight ahead. You can change this behaviour by calling this method, which you will want to do if you are making a completely free camera like the kind used in a flight simulator. @param useFixed If true, the axis passed in the second parameter will always be the yaw axis no matter what the camera orientation. If false, the camera yaws around the local Y. @param fixedAxis The axis to use if the first parameter is true. */ void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y ); /** Returns the camera's current orientation. */ const Quaternion& getOrientation(void) const; /** Sets the camera's orientation. */ void setOrientation(const Quaternion& q); /** Tells the Camera to contact the SceneManager to render from it's viewpoint. @param vp The viewport to render to @param includeOverlays Whether or not any overlay objects should be included */ void _renderScene(Viewport *vp, bool includeOverlays); /** Function for outputting to a stream. */ friend std::ostream& operator<<(std::ostream& o, Camera& c); /** Internal method to notify camera of the visible faces in the last render. */ void _notifyRenderedFaces(unsigned int numfaces); /** Internal method to retrieve the number of visible faces in the last render. */ unsigned int _getNumRenderedFaces(void) const; /** Gets the derived orientation of the camera, including any rotation inherited from a node attachment. */ const Quaternion& getDerivedOrientation(void) const; /** Gets the derived position of the camera, including any translation inherited from a node attachment. */ const Vector3& getDerivedPosition(void) const; /** Gets the derived direction vector of the camera, including any translation inherited from a node attachment. */ Vector3 getDerivedDirection(void) const; /** Gets the derived up vector of the camera, including any translation inherited from a node attachment. */ Vector3 getDerivedUp(void) const; /** Gets the derived right vector of the camera, including any translation inherited from a node attachment. */ Vector3 getDerivedRight(void) const; /** Overridden from MovableObject */ const String& getMovableType(void) const; /** Enables / disables automatic tracking of a SceneNode. @remarks If you enable auto-tracking, this Camera will automatically rotate to look at the target SceneNode every frame, no matter how it or SceneNode move. This is handy if you want a Camera to be focused on a single object or group of objects. Note that by default the Camera looks at the origin of the SceneNode, if you want to tweak this, e.g. if the object which is attached to this target node is quite big and you want to point the camera at a specific point on it, provide a vector in the 'offset' parameter and the camera's target point will be adjusted. @param enabled If true, the Camera will track the SceneNode supplied as the next parameter (cannot be null). If false the camera will cease tracking and will remain in it's current orientation. @param target Pointer to the SceneNode which this Camera will track. Make sure you don't delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will delete it so be careful of this). Can be null if and only if the enabled param is false. @param offset If supplied, the camera targets this point in local space of the target node instead of the origin of the target node. Good for fine tuning the look at point. */ void setAutoTracking(bool enabled, SceneNode* target = 0, const Vector3& offset = Vector3::ZERO); /** Sets the level-of-detail factor for this Camera. @remarks This method can be used to influence the overall level of detail of the scenes rendered using this camera. Various elements of the scene have level-of-detail reductions to improve rendering speed at distance; this method allows you to hint to those elements that you would like to adjust the level of detail that they would normally use (up or down). @par The most common use for this method is to reduce the overall level of detail used for a secondary camera used for sub viewports like rear-view mirrors etc. Note that scene elements are at liberty to ignore this setting if they choose, this is merely a hint. @param factor The factor to apply to the usual level of detail calculation. Higher values increase the detail, so 2.0 doubles the normal detail and 0.5 halves it. */ void setLodBias(Real factor = 1.0); /** Returns the level-of-detail bias factor currently applied to this camera. @remarks See Camera::setLodBias for more details. */ Real getLodBias(void) const; /** Gets a world space ray as cast from the camera through a viewport position. @param screenx, screeny The x and y position at which the ray should intersect the viewport, in normalised screen coordinates [0,1] */ Ray getCameraToViewportRay(Real screenx, Real screeny) const; /** Internal method for OGRE to use for LOD calculations. */ Real _getLodBiasInverse(void) const; /** Internal method used by OGRE to update auto-tracking cameras. */ void _autoTrack(void); /** Sets the viewing window inside of viewport. @remarks This method can be used to set a subset of the viewport as the rendering target. @param Left Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 0). @param Top Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 0). @param Right Relative to Viewport - 0 corresponds to left edge, 1 - to right edge (default - 1). @param Bottom Relative to Viewport - 0 corresponds to top edge, 1 - to bottom edge (default - 1). */ virtual void setWindow (Real Left, Real Top, Real Right, Real Bottom); /// Cancel view window. virtual void resetWindow (void); /// Returns if a viewport window is being used virtual bool isWindowSet(void) const { return mWindowSet; } /// Gets the window clip planes, only applicable if isWindowSet == true const std::vector& getWindowPlanes(void) const; /** Overridden from MovableObject */ Real getBoundingRadius(void) const; /** Get the auto tracking target for this camera, if any. */ SceneNode* getAutoTrackTarget(void) const { return mAutoTrackTarget; } /** Get the auto tracking offset for this camera, if it is auto tracking. */ const Vector3& getAutoTrackOffset(void) const { return mAutoTrackOffset; } /** Get the last viewport which was attached to this camera. @note This is not guaranteed to be the only viewport which is using this camera, just the last once which was created referring to it. */ Viewport* getViewport(void) const {return mLastViewport;} /** Notifies this camera that a viewport is using it.*/ void _notifyViewport(Viewport* viewport) {mLastViewport = viewport;} /** If set to true a vieport that owns this frustum will be able to recalculate the aspect ratio whenever the frustum is resized. @remarks You should set this to true only if the frustum / camera is used by one viewport at the same time. Otherwise the aspect ratio for other viewports may be wrong. */ void setAutoAspectRatio(bool autoratio); /** Retreives if AutoAspectRatio is currently set or not */ bool getAutoAspectRatio(void) const; }; } // namespace Ogre #endif