Torque3D/Engine/source/T3D/components/camera/cameraComponent.h

160 lines
5.3 KiB
C++

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