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129 lines
3.4 KiB
C++
129 lines
3.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_TRAV_SCENE_H
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#define NL_TRAV_SCENE_H
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#include "nel/misc/matrix.h"
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#include "nel/misc/smart_ptr.h"
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namespace NL3D
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{
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class CScene;
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using NLMISC::CVector;
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using NLMISC::CPlane;
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using NLMISC::CMatrix;
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// ***************************************************************************
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/**
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* A Traversal which may be renderable in a CScene.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CTraversal
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{
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public:
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CScene *Scene; // the scene owning this traversal (if any)
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public:
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/// ctor
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CTraversal() : Scene(NULL) {}
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};
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// ***************************************************************************
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/**
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* A ITravScene traversal, with camera setup (common to CRenderTrav and CClipTrav).
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*
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*/
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class CTravCameraScene : public CTraversal
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{
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public:
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/** \name FOR MODEL TRAVERSING ONLY. (Read only)
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* Those variables are valid only in traverse().
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*/
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//@{
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// NB: znear and zfar are >0 (if perspective).
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float Left, Right, Bottom, Top, Near, Far;
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bool Perspective;
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NLMISC::CMatrix CamMatrix; // The camera matrix.
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NLMISC::CMatrix ViewMatrix; // ViewMatrix= CamMatrix.inverted();
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NLMISC::CVector CamPos; // The camera position in world space.
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NLMISC::CVector CamLook; // The Y direction of the camera in world space.
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//@}
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public:
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/// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
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void setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective= true)
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{
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Left= left;
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Right= right;
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Bottom= bottom;
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Top= top;
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Near= znear;
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Far= zfar;
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Perspective= perspective;
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}
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/// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
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void setFrustum(float width, float height, float znear, float zfar, bool perspective= true)
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{
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setFrustum(-width/2, width/2, -height/2, height/2, znear, zfar, perspective);
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}
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/// Setup the camera matrix (a translation/rotation matrix).
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void setCamMatrix(const NLMISC::CMatrix &camMatrix)
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{
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CamMatrix= camMatrix;
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}
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/// Constructor.
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CTravCameraScene()
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{
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setFrustum(1.0f, 1.0f, 0.01f, 1.0f);
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CamMatrix.identity();
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ViewMatrix.identity();
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CamPos= NLMISC::CVector::Null;
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CamLook= NLMISC::CVector::Null;
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}
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protected:
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/// update the dependent information.
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void update()
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{
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ViewMatrix= CamMatrix.inverted();
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CamPos= CamMatrix.getPos();
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CamLook= CamMatrix.mulVector(NLMISC::CVector::J);
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}
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};
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}
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#endif // NL_TRAV_SCENE_H
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/* End of trav_scene.h */
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