ScummVM API documentation
Camera3D.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_CAMERA3D_H
29 #define HPL_CAMERA3D_H
30 
31 #include "hpl1/engine/math/Frustum.h"
32 #include "hpl1/engine/math/MathTypes.h"
33 #include "hpl1/engine/scene/Camera.h"
34 #include "hpl1/engine/scene/Node3D.h"
35 
36 namespace hpl {
37 
38 enum eCameraMoveMode {
39  eCameraMoveMode_Walk,
40  eCameraMoveMode_Fly,
41  eCameraMoveMode_LastEnum
42 };
43 
44 enum eCameraRotateMode {
45  eCameraRotateMode_EulerAngles,
46  eCameraRotateMode_Matrix,
47  eCameraRotateMode_LastEnum
48 };
49 
50 class iLowLevelGraphics;
51 class iEntity3D;
52 
53 class cCamera3D : public iCamera {
54 public:
55  cCamera3D();
56  virtual ~cCamera3D();
57 
58  const cVector3f &GetPosition() const { return mvPosition; }
59  void SetPosition(const cVector3f &avPos);
60 
65  void MoveForward(float afDist);
70  void MoveRight(float afDist);
75  void MoveUp(float afDist);
76 
77  void SetFOV(float afAngle) {
78  mfFOV = afAngle;
79  mbProjectionUpdated = true;
80  }
81  float GetFOV() { return mfFOV; }
82 
83  void SetAspect(float afAngle) {
84  mfAspect = afAngle;
85  mbProjectionUpdated = true;
86  }
87  float GetAspect() { return mfAspect; }
88 
89  void SetFarClipPlane(float afX) {
90  mfFarClipPlane = afX;
91  mbProjectionUpdated = true;
92  }
93  float GetFarClipPlane() { return mfFarClipPlane; }
94 
95  void SetNearClipPlane(float afX) {
96  mfNearClipPlane = afX;
97  mbProjectionUpdated = true;
98  }
99  float GetNearClipPlane() { return mfNearClipPlane; }
100 
106  void SetInifintiveFarPlane(bool abX) {
107  mbInfFarPlane = abX;
108  mbProjectionUpdated = true;
109  }
110  bool GetInifintiveFarPlane() { return mbInfFarPlane; }
111 
112  cFrustum *GetFrustum();
113 
114  eCameraRotateMode GetRotateMode() { return mRotateMode; }
115 
116  eCameraMoveMode GetMoveMode() { return mMoveMode; }
122  void SetRotateMode(eCameraRotateMode aMode);
128  void SetMoveMode(eCameraMoveMode aMode);
129 
133  void ResetRotation();
134 
138  cVector3f UnProject(const cVector2f &avScreenPos, iLowLevelGraphics *apLowLevel);
139 
140  void AttachEntity(iEntity3D *apEntity);
141  void RemoveEntity(iEntity3D *apEntity);
142  cNode3D *GetAttachmentNode() { return &mNode; }
143  void ClearAttachedEntities();
144 
148 
149  void SetPitch(float afAngle);
150  void SetYaw(float afAngle);
151  void SetRoll(float afAngle);
152 
153  void AddPitch(float afAngle);
154  void AddYaw(float afAngle);
155  void AddRoll(float afAngle);
156 
157  float GetPitch() const { return mfPitch; }
158  float GetYaw() const { return mfYaw; }
159  float GetRoll() const { return mfRoll; }
160 
165  void SetPitchLimits(cVector2f avLimits) { mvPitchLimits = avLimits; }
166  const cVector2f &GetPitchLimits() { return mvPitchLimits; }
171  void SetYawLimits(cVector2f avLimits) { mvYawLimits = avLimits; }
172  const cVector2f &GetYawLimits() { return mvYawLimits; }
173 
177 
178  const cMatrixf &GetViewMatrix();
179  const cMatrixf &GetProjectionMatrix();
180 
181  const cMatrixf &GetMoveMatrix();
182 
183  // iCamera stuff:
184  void SetModelViewMatrix(iLowLevelGraphics *apLowLevel);
185  void SetProjectionMatrix(iLowLevelGraphics *apLowLevel);
186  cVector3f GetEyePosition();
187 
188  eCameraType GetType() { return eCameraType_3D; }
189 
190  cVector3f GetForward();
191  cVector3f GetRight();
192  cVector3f GetUp();
193 
197 
198  void SetPrevView(const cMatrixf &a_mtxA) { m_mtxPrevView = a_mtxA; }
199  void SetPrevProjection(const cMatrixf &a_mtxA) { m_mtxPrevProjection = a_mtxA; }
200 
201  cMatrixf &GetPrevView() { return m_mtxPrevView; }
202  cMatrixf &GetPrevProjection() { return m_mtxPrevProjection; }
203 
204 private:
205  void UpdateMoveMatrix();
206 
207  cVector3f mvPosition;
208 
209  float mfFOV;
210  float mfAspect;
211  float mfFarClipPlane;
212  float mfNearClipPlane;
213 
214  float mfPitch;
215  float mfYaw;
216  float mfRoll;
217  cVector2f mvPitchLimits;
218  cVector2f mvYawLimits;
219 
220  eCameraRotateMode mRotateMode;
221  eCameraMoveMode mMoveMode;
222 
223  cMatrixf m_mtxView;
224  cMatrixf m_mtxProjection;
225  cMatrixf m_mtxMove;
226 
227  cMatrixf m_mtxPrevView;
228  cMatrixf m_mtxPrevProjection;
229 
230  cNode3D mNode;
231 
232  cFrustum mFrustum;
233 
234  bool mbInfFarPlane;
235 
236  bool mbViewUpdated;
237  bool mbProjectionUpdated;
238  bool mbMoveUpdated;
239 };
240 
241 } // namespace hpl
242 
243 #endif // HPL_CAMERA3D_H
Definition: AI.h:36
void SetYawLimits(cVector2f avLimits)
Definition: Camera3D.h:171
void SetInifintiveFarPlane(bool abX)
Definition: Camera3D.h:106
cVector3f UnProject(const cVector2f &avScreenPos, iLowLevelGraphics *apLowLevel)
void ResetRotation()
void SetPitchLimits(cVector2f avLimits)
Definition: Camera3D.h:165
void MoveRight(float afDist)
Definition: Node3D.h:52
Definition: Entity3D.h:81
void SetRotateMode(eCameraRotateMode aMode)
Definition: Camera.h:43
void SetMoveMode(eCameraMoveMode aMode)
Definition: LowLevelGraphics.h:200
void MoveUp(float afDist)
Definition: Camera3D.h:53
void MoveForward(float afDist)
Definition: Frustum.h:57