//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENECAMERASTATE_H_ #define _SCENECAMERASTATE_H_ #ifndef _MATHUTIL_FRUSTUM_H_ #include "math/util/frustum.h" #endif #ifndef _MRECT_H_ #include "math/mRect.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif /// An object that combines all the state that is relevant to looking into the /// scene from a particular point of view. class SceneCameraState { protected: /// The screen-space viewport rectangle. RectI mViewport; /// The viewing frustum. Frustum mFrustum; /// The inverse of the frustum's transform stored here for caching. MatrixF mWorldViewMatrix; /// Actual head position (will be - eye pos) MatrixF mHeadWorldViewMatrix; /// The projection matrix. MatrixF mProjectionMatrix; /// World-space vector representing the view direction. Point3F mViewDirection; /// Internal constructor. SceneCameraState() {} public: /// Freeze the given viewing state. /// /// @param viewport Screen-space viewport rectangle. /// @param frustum Camera frustum. /// @param worldView World->view matrix. /// @param projection Projection matrix. SceneCameraState( const RectI& viewport, const Frustum& frustum, const MatrixF& worldView, const MatrixF& projection ); /// Capture the view state from the current GFX state. static SceneCameraState fromGFX(); /// static SceneCameraState fromGFXWithViewport( const RectI& viewport ); /// Return the screen-space viewport rectangle. const RectI& getViewport() const { return mViewport; } /// Return the camera frustum. const Frustum& getFrustum() const { return mFrustum; } /// Return the view position. This is a shortcut for getFrustum().getPosition(). const Point3F& getViewPosition() const { return mFrustum.getPosition(); } /// Return the world-space view vector. const Point3F& getViewDirection() const { return mViewDirection; } /// Returns the world->view transform for the head (used to calculate various display metrics) const MatrixF& getHeadWorldViewMatrix() const { return mHeadWorldViewMatrix; } /// Return the view->world transform. This is a shortcut for getFrustum().getTransform(). const MatrixF& getViewWorldMatrix() const { return mFrustum.getTransform(); } /// Return the world->view transform. const MatrixF& getWorldViewMatrix() const { return mWorldViewMatrix; } /// Return the projection transform. const MatrixF& getProjectionMatrix() const { return mProjectionMatrix; } }; #endif // !_SCENECAMERASTATE_H_