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 * $Id: KX_Camera.h,v 1.10 2004/07/22 00:26:34 kester Exp $
 * This program 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * GNU General Public License for more details.
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 * The Original Code is: all of this file.
 * Contributor(s): none yet.
 * Camera in the gameengine. Cameras are also used for views.

#ifndef __KX_CAMERA
#define __KX_CAMERA

#include "MT_Transform.h"
#include "MT_Matrix3x3.h"
#include "MT_Matrix4x4.h"
#include "MT_Vector3.h"
#include "MT_Point3.h"
#include "KX_GameObject.h"
#include "IntValue.h"
#include "RAS_CameraData.h"

class KX_Camera : public KX_GameObject
      /** Camera parameters (clips distances, focal lenght). These
       * params are closely tied to Blender. In the gameengine, only the
       * projection and modelview matrices are relevant. There's a
       * conversion being done in the engine class. Why is it stored
       * here? It doesn't really have a function here. */
      RAS_CameraData    m_camdata;

      // Never used, I think...
//    void MoveTo(const MT_Point3& movevec)
//    {
            /*MT_Transform camtrans;
            MT_Matrix3x3 camorient = camtrans.getBasis();
//    }

       * Storage for the projection matrix that is passed to the
       * rasterizer. */
      MT_Matrix4x4 m_projection_matrix;

       * Storage for the modelview matrix that is passed to the
       * rasterizer. */
      MT_Matrix4x4 m_modelview_matrix;
       * true if the view frustum (modelview/projection matrix)
       * has changed - the clip planes (m_planes) will have to be
       * regenerated.
      bool         m_dirty;
       * true if the frustum planes have been normalised.
      bool         m_normalised;
       * View Frustum clip planes.
      MT_Vector4   m_planes[6];
       * This camera is frustum culling.
       * Some cameras (ie if the game was started from a non camera view should not cull.)
      bool         m_frustum_culling;
       * true if this camera has a valid projection matrix.
      bool         m_set_projection_matrix;
       * The centre point of the frustum.
      MT_Point3    m_frustum_centre;
      MT_Scalar    m_frustum_radius;
      bool         m_set_frustum_centre;

       * Python module doc string.
      static char doc[];

       * Extracts the camera clip frames from the projection and world-to-camera matrices.
      void ExtractClipPlanes();
       * Normalise the camera clip frames.
      void NormaliseClipPlanes();
       * Extracts the bound sphere of the view frustum.
      void ExtractFrustumSphere();

      typedef enum { INSIDE, INTERSECT, OUTSIDE } ;

      KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, PyTypeObject *T = &Type);
      virtual ~KX_Camera();
      MT_Transform            GetWorldToCamera() const;
      MT_Transform            GetCameraToWorld() const;

       * Not implemented.
      void                    CorrectLookUp(MT_Scalar speed);
      const MT_Point3         GetCameraLocation() const;

      /* I want the camera orientation as well. */
      const MT_Quaternion GetCameraOrientation() const;
      /** Sets the projection matrix that is used by the rasterizer. */
      void                    SetProjectionMatrix(const MT_Matrix4x4 & mat);

      /** Sets the modelview matrix that is used by the rasterizer. */
      void                    SetModelviewMatrix(const MT_Matrix4x4 & mat);
      /** Gets the projection matrix that is used by the rasterizer. */
      const MT_Matrix4x4&           GetProjectionMatrix() const;
      /** returns true if this camera has been set a projection matrix. */
      bool                    hasValidProjectionMatrix() const;
      /** Sets the validity of the projection matrix.  Call this if you change camera
          data (eg lens, near plane, far plane) and require the projection matrix to be
      void                    InvalidateProjectionMatrix(bool valid = false);
      /** Gets the modelview matrix that is used by the rasterizer. 
       *  @warning If the Camera is a dynamic object then this method may return garbage.  Use GetCameraToWorld() instead.
      const MT_Matrix4x4&           GetModelviewMatrix() const;

      /** Gets the focal length. */
      float                   GetLens() const;
      /** Gets the near clip distance. */
      float                   GetCameraNear() const;
      /** Gets the far clip distance. */
      float                   GetCameraFar() const;
      /** Gets all camera data. */
      RAS_CameraData*         GetCameraData();
       * Tests if the given sphere is inside this camera's view frustum.
       * @param centre The centre of the sphere, in world coordinates.
       * @param radius The radius of the sphere.
       * @return INSIDE, INTERSECT, or OUTSIDE depending on the sphere's relation to the frustum.
      int SphereInsideFrustum(const MT_Point3& centre, const MT_Scalar &radius);
       * Tests the given eight corners of a box with the view frustum.
       * @param box a pointer to eight MT_Point3 representing the world coordinates of the corners of the box.
       * @return INSIDE, INTERSECT, or OUTSIDE depending on the box's relation to the frustum.
      int BoxInsideFrustum(const MT_Point3 *box);
       * Tests the given point against the view frustum.
       * @return true if the given point is inside or on the view frustum; false if it is outside.
      bool PointInsideFrustum(const MT_Point3& x);
       * Gets this camera's culling status.
      bool GetFrustumCulling() const;

      KX_PYMETHOD_DOC(KX_Camera, sphereInsideFrustum);
      KX_PYMETHOD_DOC(KX_Camera, boxInsideFrustum);
      KX_PYMETHOD_DOC(KX_Camera, pointInsideFrustum);
      KX_PYMETHOD_DOC(KX_Camera, getCameraToWorld);
      KX_PYMETHOD_DOC(KX_Camera, getWorldToCamera);
      KX_PYMETHOD_DOC(KX_Camera, getProjectionMatrix);
      KX_PYMETHOD_DOC(KX_Camera, setProjectionMatrix);
      virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
      virtual int       _setattr(const STR_String& attr, PyObject *pyvalue);


#endif //__KX_CAMERA

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