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/*
render/camera.h
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#ifndef __INCLUDED_RENDER_CAMERA_H__
#define __INCLUDED_RENDER_CAMERA_H__
#include "core/range.h"
#include "math/vector3f.h"
#include "math/axis.h"
namespace core
{
class Entity;
}
namespace render
{
const float WORLDSCALE = 4.0f;
const float FRUSTUMSIZE = 0.5f;
const float FRUSTUMFRONT = 1.0f;
const float FARPLANE = core::range::maxdistance * WORLDSCALE;
/**
* @brief The Camera class draws a camera transformation determined by its current settings
* */
class Camera
{
public:
/**
* @brief enum indicating the camera mode
* */
enum Mode {Track, Cockpit, Free, Overview};
/**
* @brief default constructor
* */
Camera(const Mode mode = Track);
/**
* @brief destructor
* */
~Camera();
/* --- inspectors ------------------------------------------ */
/**
* @brief current camera mode
* */
inline const Mode mode() const
{
return _mode;
}
/**
* @brief distance between the camera eye and the target
* */
inline const float distance() const
{
return _distance;
}
/**
* @brief distance multiplier
* The distance multiplier can be used to zoom the camera in or out
* */
inline const float multiplier() const
{
return _multiplier;
}
/**
* @brief camera eye location, translation part of the camera transformation
* */
inline const math::Vector3f & location() const
{
return _location;
}
/**
* @brief camera target location,point the camera is looking at
* */
inline const math::Vector3f & target_location() const
{
return _target_location;
}
/**
* @brief camera eye axis, rotation part of the camera transformation
* */
inline const math::Axis & axis() const
{
return _axis;
}
/**
* @brief the entity the camera is currently looking at
* */
inline const core::Entity *target()
{
return _target_entity;
}
/**
* @brief free look direction angle, in degrees
* */
inline const float freelook_direction() const
{
return _freelook_direction;
}
/**
* @brief free look pitch angle, in degrees
* */
inline const float freelook_pitch() const
{
return _freelook_pitch;
}
/**
* @brief free look direction rotation speed, -1..1
* */
inline const float movement_direction() const
{
return _movement_direction;
}
/**
* @brief free look pitch rotation speed, -1..1
* */
inline const float movement_pitch() const
{
return _movement_pitch;
}
/* --- mutators -------------------------------------------- */
/**
* @brief set the current camera mode
* */
void set_mode(const Mode mode);
/**
* @brief set next camera mode
* */
void cycle_mode_next();
/**
* @brief set previous camera mode
* */
void cycle_mode_previous();
/**
* @brief set camera target
* */
void set_target(const core::Entity *entity = 0);
/**
* @brief set distance multiplier
* */
void set_multiplier(const float multiplier);
/**
* @brief set the free look direction angle, in degrees
* */
void set_freelook_direction(const float angle);
/**
* @brief set the free look pitch angle, in degrees
* */
void set_freelook_pitch(const float angle);
/**
* @brief set the free look direction rotation speed, -1..1
* */
void set_movement_direction(const float speed);
/**
* @brief set the free look pitch rotation speed, -1..1
* */
void set_movement_pitch(const float speed);
/* --- actors ---------------------------------------------- */
void reset();
/**
* @brief update the camera location and axis.
* */
void frame(const float elapsed);
/**
* @brief draw the actual camera transformation
* This method is used to draw the camera projection for the world render
* and applies WORLDSCALE.
* */
void draw();
/**
* @brief draw the actual camera transformation
* This method variant is used by the user interface 3D model widget
* and ignores WORLDSCALE.
* */
void draw(const float center_x, const float center_y);
/* --- static ---------------------------------------------- */
/**
* @brief set the current transformation matrix to a orthographic projection
* This method is used while drawing the user interface.
* */
static void ortho();
private:
Mode _mode;
float _distance;
float _multiplier;
math::Vector3f _location;
math::Axis _axis;
const core::Entity * _target_entity;
math::Vector3f _target_location;
math::Axis _target_axis;
float _freelook_direction;
float _freelook_pitch;
float _movement_direction;
float _movement_pitch;
}; // class camera
} // namespace render
#endif // __INCLUDED_RENDER_CAMERA_H__
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