[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of the OGRE Reference Application, a layer built
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| 4 | on top of OGRE(Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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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 __REFAPP_COLLIDECAMERA_H__
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| 26 | #define __REFAPP_COLLIDECAMERA_H__
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| 27 |
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| 28 | #include "OgreRefAppPrerequisites.h"
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| 29 | #include "OgreCamera.h"
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| 30 | #include "OgreRefAppApplicationObject.h"
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| 31 |
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| 32 | namespace OgreRefApp {
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| 33 |
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| 34 | /** A camera which can interact with the world. */
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| 35 | class _OgreRefAppExport CollideCamera : public ApplicationObject
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| 36 | {
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| 37 | protected:
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| 38 | /// Contained camera
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| 39 | /* Note that I choose to contain Camera rather than subclass because the
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| 40 | multiple inheritence would get very nasty (lots of method name clashes)
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| 41 | and it's better that we can hide a few non-relevant methods this way.
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| 42 | ApplicationObject needs to be the top-level interface anyway. */
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| 43 | Camera *mCamera;
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| 44 | /// Set up
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| 45 | void setUp(const String& name);
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| 46 | /// Triggers recacl of collison bounds
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| 47 | void nearDistChanged(void);
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| 48 | public:
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| 49 | CollideCamera(const String& name);
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| 50 |
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| 51 | /** Gets the internal Camera object. */
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| 52 | Camera* getRealCamera(void) { return mCamera; }
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| 53 |
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| 54 | // ----------------------------------------------
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| 55 | // Overridden methods from ApplicationObject
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| 56 | // Note that we position the camera using the node
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| 57 | // But we orient the camera on it's own rotation
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| 58 | // ----------------------------------------------
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| 59 |
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| 60 | /** This method is called automatically if testCollide indicates a real collision.
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| 61 | */
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| 62 | void _notifyCollided(SceneQuery::WorldFragment* wf, const CollisionInfo& info);
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| 63 | /** Sets the orientation of this object. */
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| 64 | void setOrientation(const Quaternion& orientation);
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| 65 | /** Gets the current orientation of this object. */
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| 66 | const Quaternion& getOrientation(void);
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| 67 |
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| 68 | /** Moves the object along it's local axes.
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| 69 | @par
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| 70 | This method moves the object by the supplied vector along the
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| 71 | local axes of the obect.
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| 72 | @param
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| 73 | d Vector with x,y,z values representing the translation.
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| 74 | */
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| 75 | void translate(const Vector3& d);
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| 76 | /** Rotate the object around the local Z-axis.
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| 77 | */
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| 78 | void roll(const Radian& angle);
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| 79 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 80 | inline void roll(Real angleunits) {
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| 81 | roll ( Angle(angleunits) );
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| 82 | }
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| 83 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 84 |
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| 85 | /** Rotate the object around the local X-axis.
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| 86 | */
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| 87 | void pitch(const Radian& angle);
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| 88 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 89 | inline void pitch(Real angleunits) {
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| 90 | pitch ( Angle(angleunits) );
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| 91 | }
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| 92 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 93 |
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| 94 | /** Rotate the object around the local Y-axis.
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| 95 | */
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| 96 | void yaw(const Radian& angle);
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| 97 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 98 | inline void yaw(Real angleunits) {
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| 99 | yaw ( Angle(angleunits) );
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| 100 | }
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| 101 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 102 |
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| 103 | /** Rotate the object around an arbitrary axis.
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| 104 | */
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| 105 | void rotate(const Vector3& axis, const Radian& angle);
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| 106 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 107 | inline void rotate(const Vector3& axis, Real angleunits) {
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| 108 | rotate ( axis, Angle(angleunits) );
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| 109 | }
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| 110 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 111 |
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| 112 | /** Rotate the object around an aritrary axis using a Quarternion.
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| 113 | */
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| 114 | void rotate(const Quaternion& q);
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| 115 |
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| 116 | // ----------------------------------------------
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| 117 | // The following are methods delegated to Camera
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| 118 | // ----------------------------------------------
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| 119 |
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| 120 | /** Sets the type of projection to use (orthographic or perspective). Default is perspective.
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| 121 | */
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| 122 | void setProjectionType(ProjectionType pt);
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| 123 |
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| 124 | /** Retrieves info on the type of projection used (orthographic or perspective).
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| 125 | */
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| 126 | ProjectionType getProjectionType(void) const;
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| 127 |
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| 128 | /** Sets the level of rendering detail required from this camera.
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| 129 | @remarks
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| 130 | Each camera is set to render at full detail by default, that is
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| 131 | with full texturing, lighting etc. This method lets you change
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| 132 | that behaviour, allowing you to make the camera just render a
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| 133 | wireframe view, for example.
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| 134 | */
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| 135 | void setPolygonMode(PolygonMode sd);
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| 136 |
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| 137 | /** Retrieves the level of detail that the camera will render.
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| 138 | */
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| 139 | PolygonMode getPolygonMode(void) const;
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| 140 |
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| 141 | /** Sets the camera's direction vector.
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| 142 | @remarks
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| 143 | Note that the 'up' vector for the camera will automatically be recalculated based on the
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| 144 | current 'up' vector (i.e. the roll will remain the same).
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| 145 | */
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| 146 | void setDirection(Real x, Real y, Real z);
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| 147 |
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| 148 | /** Sets the camera's direction vector.
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| 149 | */
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| 150 | void setDirection(const Vector3& vec);
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| 151 |
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| 152 | /* Gets the camera's direction.
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| 153 | */
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| 154 | Vector3 getDirection(void) const;
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| 155 |
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| 156 |
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| 157 | /** Points the camera at a location in worldspace.
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| 158 | @remarks
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| 159 | This is a helper method to automatically generate the
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| 160 | direction vector for the camera, based on it's current position
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| 161 | and the supplied look-at point.
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| 162 | @param
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| 163 | targetPoint A vector specifying the look at point.
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| 164 | */
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| 165 | void lookAt( const Vector3& targetPoint );
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| 166 | /** Points the camera at a location in worldspace.
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| 167 | @remarks
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| 168 | This is a helper method to automatically generate the
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| 169 | direction vector for the camera, based on it's current position
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| 170 | and the supplied look-at point.
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| 171 | @param
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| 172 | x
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| 173 | @param
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| 174 | y
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| 175 | @param
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| 176 | z Co-ordinates of the point to look at.
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| 177 | */
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| 178 | void lookAt(Real x, Real y, Real z);
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| 179 |
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| 180 | /** Tells the camera whether to yaw around it's own local Y axis or a fixed axis of choice.
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| 181 | @remarks
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| 182 | This method allows you to change the yaw behaviour of the camera - by default, the camera
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| 183 | yaws around it's own local Y axis. This is often what you want - for example a flying camera
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| 184 | - but sometimes this produces unwanted effects. For example, if you're making a first-person
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| 185 | shooter, you really don't want the yaw axis to reflect the local camera Y, because this would
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| 186 | mean a different yaw axis if the player is looking upwards rather than when they are looking
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| 187 | straight ahead. You can change this behaviour by setting the yaw to a fixed axis (say, the world Y).
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| 188 | @param
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| 189 | useFixed If true, the axis passed in the second parameter will always be the yaw axis no
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| 190 | matter what the camera orientation. If false, the camera returns to it's default behaviour.
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| 191 | @param
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| 192 | fixedAxis The axis to use if the first parameter is true.
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| 193 | */
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| 194 | void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y );
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| 195 |
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| 196 | /** Sets the Y-dimension Field Of View (FOV) of the camera.
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| 197 | @remarks
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| 198 | Field Of View (FOV) is the angle made between the camera's position, and the left & right edges
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| 199 | of the 'screen' onto which the scene is projected. High values (90+) result in a wide-angle,
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| 200 | fish-eye kind of view, low values (30-) in a stretched, telescopic kind of view. Typical values
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| 201 | are between 45 and 60.
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| 202 | @par
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| 203 | This value represents the HORIZONTAL field-of-view. The vertical field of view is calculated from
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| 204 | this depending on the dimensions of the viewport (they will only be the same if the viewport is square).
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| 205 | @note
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| 206 | Setting the FOV overrides the value supplied for Camera::setNearClipPlane.
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| 207 | */
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| 208 | void setFOVy(const Radian& fovy);
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| 209 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 210 | inline void setFOVy(Real fovy) {
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| 211 | setFOVy ( Angle(fovy) );
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| 212 | }
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| 213 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 214 |
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| 215 | /** Retrieves the cameras Y-dimension Field Of View (FOV).
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| 216 | */
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| 217 | const Radian& getFOVy(void) const;
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| 218 |
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| 219 | /** Sets the position of the near clipping plane.
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| 220 | @remarks
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| 221 | The position of the near clipping plane is the distance from the cameras position to the screen
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| 222 | on which the world is projected. The near plane distance, combined with the field-of-view and the
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| 223 | aspect ratio, determines the size of the viewport through which the world is viewed (in world
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| 224 | co-ordinates). Note that this world viewport is different to a screen viewport, which has it's
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| 225 | dimensions expressed in pixels. The cameras viewport should have the same aspect ratio as the
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| 226 | screen viewport it renders into to avoid distortion.
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| 227 | @param
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| 228 | near The distance to the near clipping plane from the camera in world coordinates.
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| 229 | */
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| 230 | void setNearClipDistance(Real nearDist);
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| 231 |
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| 232 | /** Sets the position of the near clipping plane.
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| 233 | */
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| 234 | Real getNearClipDistance(void) const;
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| 235 |
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| 236 | /** Sets the distance to the far clipping plane.
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| 237 | @remarks
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| 238 | The view frustrum is a pyramid created from the camera position and the edges of the viewport.
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| 239 | This frustrum does not extend to infinity - it is cropped near to the camera and there is a far
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| 240 | plane beyond which nothing is displayed. This method sets the distance for the far plane. Different
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| 241 | applications need different values: e.g. a flight sim needs a much further far clipping plane than
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| 242 | a first-person shooter. An important point here is that the larger the gap between near and far
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| 243 | clipping planes, the lower the accuracy of the Z-buffer used to depth-cue pixels. This is because the
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| 244 | Z-range is limited to the size of the Z buffer (16 or 32-bit) and the max values must be spread over
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| 245 | the gap between near and far clip planes. The bigger the range, the more the Z values will
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| 246 | be approximated which can cause artifacts when lots of objects are close together in the Z-plane. So
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| 247 | make sure you clip as close to the camera as you can - don't set a huge value for the sake of
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| 248 | it.
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| 249 | @param
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| 250 | far The distance to the far clipping plane from the camera in world coordinates.
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| 251 | */
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| 252 | void setFarClipDistance(Real farDist);
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| 253 |
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| 254 | /** Retrieves the distance from the camera to the far clipping plane.
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| 255 | */
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| 256 | Real getFarClipDistance(void) const;
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| 257 |
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| 258 | /** Sets the aspect ratio for the camera viewport.
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| 259 | @remarks
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| 260 | The ratio between the x and y dimensions of the rectangular area visible through the camera
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| 261 | is known as aspect ratio: aspect = width / height .
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| 262 | @par
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| 263 | The default for most fullscreen windows is 1.3333 - this is also assumed by Ogre unless you
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| 264 | use this method to state otherwise.
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| 265 | */
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| 266 | void setAspectRatio(Real ratio);
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| 267 |
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| 268 | /** Retreives the current aspect ratio.
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| 269 | */
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| 270 | Real getAspectRatio(void) const;
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| 271 |
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| 272 | /** Retrieves a specified plane of the frustum.
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| 273 | @remarks
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| 274 | Gets a reference to one of the planes which make up the camera frustum, e.g. for clipping purposes.
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| 275 | */
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| 276 | const Plane& getFrustumPlane( FrustumPlane plane );
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| 277 |
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| 278 | /** Tests whether the given container is visible in the Frustum.
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| 279 | @param
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| 280 | bound Bounding box to be checked
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| 281 | @param
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| 282 | culledBy Optional pointer to an int which will be filled by the plane number which culled
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| 283 | the box if the result was false;
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| 284 | @returns
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| 285 | If the box was visible, true is returned.
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| 286 | @par
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| 287 | Otherwise, false is returned.
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| 288 | */
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| 289 | bool isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy = 0);
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| 290 |
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| 291 | /** Tests whether the given container is visible in the Frustum.
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| 292 | @param
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| 293 | bound Bounding sphere to be checked
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| 294 | @param
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| 295 | culledBy Optional pointer to an int which will be filled by the plane number which culled
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| 296 | the box if the result was false;
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| 297 | @returns
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| 298 | If the sphere was visible, true is returned.
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| 299 | @par
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| 300 | Otherwise, false is returned.
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| 301 | */
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| 302 | bool isVisible(const Sphere& bound, FrustumPlane* culledBy = 0);
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| 303 |
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| 304 | /** Tests whether the given vertex is visible in the Frustum.
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| 305 | @param
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| 306 | vert Vertex to be checked
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| 307 | @param
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| 308 | culledBy Optional pointer to an int which will be filled by the plane number which culled
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| 309 | the box if the result was false;
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| 310 | @returns
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| 311 | If the box was visible, true is returned.
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| 312 | @par
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| 313 | Otherwise, false is returned.
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| 314 | */
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| 315 | bool isVisible(const Vector3& vert, FrustumPlane* culledBy = 0);
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| 316 |
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| 317 | };
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| 318 |
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| 319 | }
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| 320 |
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| 321 | #endif
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