mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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160 lines
5.3 KiB
C++
160 lines
5.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef CAMERA_COMPONENT_H
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#define CAMERA_COMPONENT_H
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#ifndef COMPONENT_H
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#include "T3D/components/component.h"
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#endif
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#ifndef _SCENERENDERSTATE_H_
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#include "scene/sceneRenderState.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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#ifndef ENTITY_H
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#include "T3D/entity.h"
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#endif
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#ifndef CORE_INTERFACES_H
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#include "T3D/components/coreInterfaces.h"
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#endif
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class SceneRenderState;
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struct CameraScopeQuery;
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//////////////////////////////////////////////////////////////////////////
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class CameraComponent : public Component, public CameraInterface
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{
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typedef Component Parent;
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F32 mCameraFov; ///< The camera vertical FOV in degrees.
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Point2F mClientScreen; ///< The dimensions of the client's screen. Used to calculate the aspect ratio.
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F32 mCameraDefaultFov; ///< Default vertical FOV in degrees.
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F32 mCameraMinFov; ///< Min vertical FOV allowed in degrees.
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F32 mCameraMaxFov; ///< Max vertical FOV allowed in degrees.
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protected:
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Point3F mPosOffset;
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RotationF mRotOffset;
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StringTableEntry mTargetNode;
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S32 mTargetNodeIdx;
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bool mUseParentTransform;
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enum
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{
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FOVMask = Parent::NextFreeMask,
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OffsetMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2,
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};
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public:
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CameraComponent();
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virtual ~CameraComponent();
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DECLARE_CONOBJECT(CameraComponent);
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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static bool _setCameraFov(void *object, const char *index, const char *data);
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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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static bool _setNode(void *object, const char *index, const char *data);
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static bool _setPosOffset(void *object, const char *index, const char *data);
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static bool _setRotOffset(void *object, const char *index, const char *data);
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void setRotOffset(RotationF rot)
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{
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mRotOffset = rot;
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setMaskBits(OffsetMask);
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}
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RotationF getRotOffset()
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{
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return mRotOffset;
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}
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Point3F getPosOffset()
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{
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return mPosOffset;
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}
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/// Gets the minimum viewing distance, maximum viewing distance, camera offsetand rotation
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/// for this object, if the world were to be viewed through its eyes
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/// @param min Minimum viewing distance
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/// @param max Maximum viewing distance
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/// @param offset Offset of the camera from the origin in local space
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/// @param rot Rotation matrix
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virtual void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
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/// Gets the camera to world space transform matrix
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/// @todo Find out what pos does
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/// @param pos TODO: Find out what this does
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/// @param mat Camera transform (out)
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virtual bool getCameraTransform(F32* pos, MatrixF* mat);
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/// Returns the vertical field of view in degrees for
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/// this object if used as a camera.
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virtual F32 getCameraFov() { return mCameraFov; }
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/// Returns the default vertical field of view in degrees
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/// if this object is used as a camera.
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virtual F32 getDefaultCameraFov() { return mCameraDefaultFov; }
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/// Sets the vertical field of view in degrees for this
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/// object if used as a camera.
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/// @param yfov The vertical FOV in degrees to test.
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virtual void setCameraFov(F32 fov);
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/// Returns true if the vertical FOV in degrees is within
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/// allowable parameters of the datablock.
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/// @param yfov The vertical FOV in degrees to test.
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/// @see ShapeBaseData::cameraMinFov
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/// @see ShapeBaseData::cameraMaxFov
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virtual bool isValidCameraFov(F32 fov);
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/// @}
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virtual Frustum getFrustum();
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/// Control object scoping
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void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo);
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void setForwardVector(VectorF newForward, VectorF upVector = VectorF::Zero);
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void setPosition(Point3F newPos);
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void setRotation(RotationF newRot);
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protected:
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DECLARE_CALLBACK(F32, validateCameraFov, (F32 fov));
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};
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#endif // CAMERA_BEHAVIOR_H
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