khanat-opennel-code/code/nel/include/nel/3d/trav_scene.h

129 lines
3.2 KiB
C++

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