mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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102 lines
3.6 KiB
C++
102 lines
3.6 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 _SCENECAMERASTATE_H_
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#define _SCENECAMERASTATE_H_
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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#ifndef _MRECT_H_
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#include "math/mRect.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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/// An object that combines all the state that is relevant to looking into the
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/// scene from a particular point of view.
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class SceneCameraState
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{
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protected:
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/// The screen-space viewport rectangle.
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RectI mViewport;
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/// The viewing frustum.
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Frustum mFrustum;
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/// The inverse of the frustum's transform stored here for caching.
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MatrixF mWorldViewMatrix;
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/// The projection matrix.
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MatrixF mProjectionMatrix;
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/// World-space vector representing the view direction.
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Point3F mViewDirection;
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/// Internal constructor.
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SceneCameraState() {}
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public:
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/// Freeze the given viewing state.
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///
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/// @param viewport Screen-space viewport rectangle.
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/// @param frustum Camera frustum.
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/// @param worldView World->view matrix.
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/// @param projection Projection matrix.
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SceneCameraState( const RectI& viewport, const Frustum& frustum, const MatrixF& worldView, const MatrixF& projection );
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/// Capture the view state from the current GFX state.
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static SceneCameraState fromGFX();
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///
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static SceneCameraState fromGFXWithViewport( const RectI& viewport );
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/// Return the screen-space viewport rectangle.
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const RectI& getViewport() const { return mViewport; }
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/// Return the camera frustum.
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const Frustum& getFrustum() const { return mFrustum; }
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/// Return the view position. This is a shortcut for getFrustum().getPosition().
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const Point3F& getViewPosition() const { return mFrustum.getPosition(); }
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/// Return the world-space view vector.
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const Point3F& getViewDirection() const { return mViewDirection; }
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/// Return the view->world transform. This is a shortcut for getFrustum().getTransform().
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const MatrixF& getViewWorldMatrix() const { return mFrustum.getTransform(); }
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/// Return the world->view transform.
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const MatrixF& getWorldViewMatrix() const { return mWorldViewMatrix; }
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/// Return the projection transform.
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const MatrixF& getProjectionMatrix() const { return mProjectionMatrix; }
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};
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#endif // !_SCENECAMERASTATE_H_
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