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- //-----------------------------------------------------------------------------
- // 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_
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