1
0
forked from 0ad/0ad
0ad/source/graphics/Camera.h
Ykkrosh 6c7b82130c # Redesigned the camera control system.
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the
camera.
Restrict the rotation and zoom to narrow ranges. (Constraints can be
disabled in the dev overlay).
Smooth the movement and rotation.
Fix some stupid whitespace.
Fix some const correctness.

This was SVN commit r7930.
2010-08-13 13:26:29 +00:00

120 lines
4.0 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* CCamera holds a view and a projection matrix. It also has a frustum
* which can be used to cull objects for rendering.
*/
#ifndef INCLUDED_CAMERA
#define INCLUDED_CAMERA
#include "Frustum.h"
#include "maths/Matrix3D.h"
// view port
struct SViewPort
{
size_t m_X;
size_t m_Y;
size_t m_Width;
size_t m_Height;
};
class CCamera
{
public:
CCamera ();
~CCamera ();
// Methods for projection
void SetProjection (float nearp, float farp, float fov);
void SetProjectionTile (int tiles, int tile_x, int tile_y);
CMatrix3D& GetProjection () { return m_ProjMat; }
const CMatrix3D& GetProjection () const { return m_ProjMat; }
// Updates the frustum planes. Should be called
// everytime the view or projection matrices are
// altered.
void UpdateFrustum ();
const CFrustum& GetFrustum () const { return m_ViewFrustum; }
void SetViewPort (const SViewPort& viewport);
const SViewPort& GetViewPort () const { return m_ViewPort; }
// getters
float GetNearPlane() const { return m_NearPlane; }
float GetFarPlane() const { return m_FarPlane; }
float GetFOV() const { return m_FOV; }
// return four points in camera space at given distance from camera
void GetCameraPlanePoints(float dist,CVector3D pts[4]) const;
// Build a ray passing through the screen coordinate (px, py) and the camera
/////////////////////////////////////////////////////////////////////////////////////////
// BuildCameraRay: calculate origin and ray direction of a ray through
// the pixel (px,py) on the screen
void BuildCameraRay(int px, int py, CVector3D& origin, CVector3D& dir) const;
// General helpers that seem to fit here
// Get the screen-space coordinates corresponding to a given world-space position
void GetScreenCoordinates(const CVector3D& world, float& x, float& y) const;
// Get the point on the terrain corresponding to pixel (px,py) (or the mouse coordinates)
// The aboveWater parameter determines whether we want to stop at the water plane or also get underwater points
CVector3D GetWorldCoordinates(int px, int py, bool aboveWater=false) const;
// Get the point on the plane at height h corresponding to pixel (px,py)
CVector3D GetWorldCoordinates(int px, int py, float h) const;
// Get the point on the terrain the camera is pointing towards
CVector3D GetFocus();
// Build an orientation matrix from camera position, camera focus point, and up-vector
void LookAt(const CVector3D& camera, const CVector3D& orientation, const CVector3D& up);
// Build an orientation matrix from camera position, camera orientation, and up-vector
void LookAlong(CVector3D camera, CVector3D focus, CVector3D up);
/**
* Render: Renders the camera's frustum in world space.
* The caller should set the color using glColorXy before calling Render.
*
* @param intermediates determines how many intermediate distance planes should
* be hinted at between the near and far planes
*/
void Render(int intermediates = 0) const;
public:
// This is the orientation matrix. The inverse of this
// is the view matrix
CMatrix3D m_Orientation;
// Should not be tweaked externally if possible
CMatrix3D m_ProjMat;
private:
float m_NearPlane;
float m_FarPlane;
float m_FOV;
SViewPort m_ViewPort;
CFrustum m_ViewFrustum;
};
#endif