mirror of https://github.com/axmolengine/axmol.git
392 lines
12 KiB
C++
392 lines
12 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2014-2016 Chukong Technologies Inc.
|
|
Copyright (c) 2017-2019 Xiamen Yaji Software Co., Ltd.
|
|
|
|
https://axmolengine.github.io/
|
|
|
|
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.
|
|
|
|
Code based GamePlay3D's Camera: http://gameplay3d.org
|
|
|
|
****************************************************************************/
|
|
#pragma once
|
|
|
|
#include "2d/CCNode.h"
|
|
#include "3d/CCFrustum.h"
|
|
#include "renderer/CCQuadCommand.h"
|
|
#include "renderer/CCCustomCommand.h"
|
|
#include "base/CCDirector.h"
|
|
|
|
NS_AX_BEGIN
|
|
|
|
class Scene;
|
|
class CameraBackgroundBrush;
|
|
|
|
/**
|
|
* Note:
|
|
* Scene creates a default camera. And the default camera mask of Node is 1, therefore it can be seen by the default
|
|
* camera. During rendering the scene, it draws the objects seen by each camera in the added order except default
|
|
* camera. The default camera is the last one being drawn with. It's usually a good idea to render 3D objects in a
|
|
* separate camera. And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The
|
|
* DEFAULT camera for UI, because it is rendered at last. You can change the camera order to get different result when
|
|
* depth test is not enabled. For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d
|
|
* objects.
|
|
*/
|
|
enum class CameraFlag
|
|
{
|
|
DEFAULT = 1,
|
|
USER1 = 1 << 1,
|
|
USER2 = 1 << 2,
|
|
USER3 = 1 << 3,
|
|
USER4 = 1 << 4,
|
|
USER5 = 1 << 5,
|
|
USER6 = 1 << 6,
|
|
USER7 = 1 << 7,
|
|
USER8 = 1 << 8,
|
|
};
|
|
/**
|
|
* Defines a camera .
|
|
*/
|
|
class AX_DLL Camera : public Node
|
|
{
|
|
friend class Scene;
|
|
friend class Director;
|
|
friend class EventDispatcher;
|
|
|
|
public:
|
|
/**
|
|
* The type of camera.
|
|
*/
|
|
enum class Type
|
|
{
|
|
PERSPECTIVE = 1,
|
|
ORTHOGRAPHIC = 2
|
|
};
|
|
|
|
public:
|
|
/**
|
|
* Creates a perspective camera.
|
|
*
|
|
* @param fieldOfView The field of view for the perspective camera (normally in the range of 40-60 degrees).
|
|
* @param aspectRatio The aspect ratio of the camera (normally the width of the viewport divided by the height of
|
|
* the viewport).
|
|
* @param nearPlane The near plane distance.
|
|
* @param farPlane The far plane distance.
|
|
*/
|
|
static Camera* createPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
|
|
/**
|
|
* Creates an orthographic camera.
|
|
*
|
|
* @param zoomX The zoom factor along the X-axis of the orthographic projection (the width of the ortho projection).
|
|
* @param zoomY The zoom factor along the Y-axis of the orthographic projection (the height of the ortho
|
|
* projection).
|
|
* @param nearPlane The near plane distance.
|
|
* @param farPlane The far plane distance.
|
|
*/
|
|
static Camera* createOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);
|
|
|
|
/** create default camera, the camera type depends on Director::getProjection, the depth of the default camera is 0
|
|
*/
|
|
static Camera* create();
|
|
|
|
/**
|
|
* Get the visiting camera , the visiting camera shall be set on Scene::render
|
|
*/
|
|
static const Camera* getVisitingCamera();
|
|
|
|
static const Viewport& getDefaultViewport();
|
|
static void setDefaultViewport(const Viewport& vp);
|
|
|
|
/**
|
|
* Get the default camera of the current running scene.
|
|
*/
|
|
static Camera* getDefaultCamera();
|
|
|
|
/**
|
|
* Gets the type of camera.
|
|
*
|
|
* @return The camera type.
|
|
*/
|
|
Camera::Type getType() const { return _type; }
|
|
|
|
/**get & set Camera flag*/
|
|
CameraFlag getCameraFlag() const { return _cameraFlag; }
|
|
void setCameraFlag(CameraFlag flag) { _cameraFlag = flag; }
|
|
|
|
/**
|
|
* Make Camera looks at target
|
|
*
|
|
* @param target The target camera is point at
|
|
* @param up The up vector, usually it's Y axis
|
|
*/
|
|
virtual void lookAt(const Vec3& target, const Vec3& up = Vec3::UNIT_Y);
|
|
|
|
/**
|
|
* Gets the camera's projection matrix.
|
|
*
|
|
* @return The camera projection matrix.
|
|
*/
|
|
const Mat4& getProjectionMatrix() const;
|
|
/**
|
|
* Gets the camera's view matrix.
|
|
*
|
|
* @return The camera view matrix.
|
|
*/
|
|
const Mat4& getViewMatrix() const;
|
|
|
|
/**get view projection matrix*/
|
|
const Mat4& getViewProjectionMatrix() const;
|
|
|
|
/* convert the specified point in 3D world-space coordinates into the screen-space coordinates.
|
|
*
|
|
* Origin point at left top corner in screen-space.
|
|
* @param src The world-space position.
|
|
* @return The screen-space position.
|
|
*/
|
|
Vec2 project(const Vec3& src) const;
|
|
|
|
/* convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates.
|
|
*
|
|
* Origin point at left bottom corner in GL-screen-space.
|
|
* @param src The 3D world-space position.
|
|
* @return The GL-screen-space position.
|
|
*/
|
|
Vec2 projectGL(const Vec3& src) const;
|
|
|
|
/**
|
|
* Convert the specified point of screen-space coordinate into the 3D world-space coordinate.
|
|
*
|
|
* Origin point at left top corner in screen-space.
|
|
* @param src The screen-space position.
|
|
* @return The 3D world-space position.
|
|
*/
|
|
Vec3 unproject(const Vec3& src) const;
|
|
|
|
/**
|
|
* Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.
|
|
*
|
|
* Origin point at left bottom corner in GL-screen-space.
|
|
* @param src The GL-screen-space position.
|
|
* @return The 3D world-space position.
|
|
*/
|
|
Vec3 unprojectGL(const Vec3& src) const;
|
|
|
|
/**
|
|
* Convert the specified point of screen-space coordinate into the 3D world-space coordinate.
|
|
*
|
|
* Origin point at left top corner in screen-space.
|
|
* @param size The window size to use.
|
|
* @param src The screen-space position.
|
|
* @param dst The 3D world-space position.
|
|
*/
|
|
void unproject(const Vec2& size, const Vec3* src, Vec3* dst) const;
|
|
|
|
/**
|
|
* Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.
|
|
*
|
|
* Origin point at left bottom corner in GL-screen-space.
|
|
* @param size The window size to use.
|
|
* @param src The GL-screen-space position.
|
|
* @param dst The 3D world-space position.
|
|
*/
|
|
void unprojectGL(const Vec2& size, const Vec3* src, Vec3* dst) const;
|
|
|
|
/**
|
|
* Is this aabb visible in frustum
|
|
*/
|
|
bool isVisibleInFrustum(const AABB* aabb) const;
|
|
|
|
/**
|
|
* Get object depth towards camera
|
|
*/
|
|
float getDepthInView(const Mat4& transform) const;
|
|
|
|
/**
|
|
* set depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with
|
|
* CameraFlag::DEFAULT is 0, user defined camera is -1 by default
|
|
*/
|
|
void setDepth(int8_t depth);
|
|
|
|
/**
|
|
* get depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with
|
|
* CameraFlag::DEFAULT is 0, user defined camera is -1 by default
|
|
*/
|
|
int8_t getDepth() const { return _depth; }
|
|
|
|
/**
|
|
get rendered order
|
|
*/
|
|
int getRenderOrder() const;
|
|
|
|
/**
|
|
* Gets the field of view of the camera if the projection mode is 3D.
|
|
*
|
|
* @since axmol-1.0.0b8
|
|
*/
|
|
float getFOV() const { return _fieldOfView; }
|
|
|
|
/**
|
|
* Sets the field of view of the camera if the projection mode is 3D.
|
|
*
|
|
* @since axmol-1.0.0b8
|
|
*/
|
|
void setFOV(float fov);
|
|
|
|
/**
|
|
* Gets the frustum's far plane.
|
|
*/
|
|
float getFarPlane() const { return _farPlane; }
|
|
|
|
/**
|
|
* Sets the frustum's far plane.
|
|
*
|
|
* @since axmol-1.0.0b8
|
|
*/
|
|
void setFarPlane(float farPlane);
|
|
|
|
/**
|
|
* Gets the frustum's near plane.
|
|
*/
|
|
float getNearPlane() const { return _nearPlane; }
|
|
|
|
/**
|
|
* Gets the frustum's near plane.
|
|
*
|
|
* @since axmol-1.0.0b8
|
|
*/
|
|
void setNearPlane(float nearPlane);
|
|
|
|
/**
|
|
* Gets the zoom multiplier of the camera.
|
|
*
|
|
* @since axmol-1.0.0b8
|
|
*/
|
|
float getZoom() const { return _zoomFactor; }
|
|
|
|
/**
|
|
* Sets the zoom multiplier of the camera.
|
|
* This is designed to be used with 2D views only.
|
|
*
|
|
* @param factor The zoom factor of the camera.
|
|
*
|
|
* @since axmol-1.0.0b8
|
|
*/
|
|
void setZoom(float factor);
|
|
|
|
/**
|
|
Apply the zoom factor.
|
|
*
|
|
* @since axmol-1.0.0b8
|
|
*/
|
|
void applyZoom();
|
|
|
|
// override
|
|
virtual void onEnter() override;
|
|
virtual void onExit() override;
|
|
|
|
/**
|
|
Before rendering the scene with this camera, the background needs to be cleared.
|
|
It will clear the depth buffer with max depth by default.
|
|
Use setBackgroundBrush to modify this default behavior.
|
|
*/
|
|
void clearBackground();
|
|
/**
|
|
Apply the FBO, RenderTargets and viewport.
|
|
*/
|
|
void apply();
|
|
|
|
/**
|
|
* Whether or not the viewprojection matrix was updated last frame.
|
|
* @return True if the viewprojection matrix was updated last frame.
|
|
*/
|
|
bool isViewProjectionUpdated() const { return _viewProjectionUpdated; }
|
|
|
|
/**
|
|
* set the background brush. See CameraBackgroundBrush for more information.
|
|
* @param clearBrush Brush used to clear the background
|
|
*/
|
|
virtual void setBackgroundBrush(CameraBackgroundBrush* clearBrush);
|
|
|
|
/**
|
|
* Get clear brush
|
|
*/
|
|
CameraBackgroundBrush* getBackgroundBrush() const { return _clearBrush; }
|
|
|
|
virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
|
|
|
|
bool isBrushValid();
|
|
|
|
Camera();
|
|
~Camera();
|
|
|
|
/**
|
|
* Set the owner scene of the camera, this method shall not be invoked manually
|
|
*/
|
|
void setScene(Scene* scene);
|
|
|
|
/**set additional matrix for the projection matrix, it multiplies mat to projection matrix when called, used by
|
|
* WP8*/
|
|
void setAdditionalProjection(const Mat4& mat);
|
|
|
|
/** Init default camera with director current projection,
|
|
!!!Note: Must invoke this function again when director projection or winsize changed */
|
|
void initDefault();
|
|
|
|
/** Update camera transformations */
|
|
void updateTransform() override;
|
|
|
|
bool initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
|
|
bool initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);
|
|
void applyViewport();
|
|
|
|
protected:
|
|
static Camera* _visitingCamera;
|
|
static Viewport _defaultViewport;
|
|
|
|
//* Scene that owns this camera.
|
|
Scene* _scene = nullptr;
|
|
Mat4 _projection;
|
|
mutable Mat4 _view;
|
|
mutable Mat4 _viewInv;
|
|
mutable Mat4 _viewProjection;
|
|
|
|
Vec3 _up;
|
|
Camera::Type _type;
|
|
float _fieldOfView = 0.f;
|
|
float _zoom[2] = {0.f};
|
|
float _nearPlane = 0.f;
|
|
float _farPlane = 0.f;
|
|
mutable bool _viewProjectionDirty = true;
|
|
bool _viewProjectionUpdated = false; // Whether or not the viewprojection matrix was updated since the last frame.
|
|
CameraFlag _cameraFlag = CameraFlag::DEFAULT; // camera flag
|
|
mutable Frustum _frustum; // camera frustum
|
|
mutable bool _frustumDirty = true;
|
|
int8_t _depth = -1; // camera depth, the depth of camera with CameraFlag::DEFAULT flag is 0 by default, a camera
|
|
// with larger depth is drawn on top of camera with smaller depth
|
|
|
|
float _eyeZdistance; // Z eye projection distance for 2D in 3D projection.
|
|
float _zoomFactor; // The zoom factor of the camera. 3D = (cameraZDistance * _zoomFactor), 2D = (cameraScale * _zoomFactor)
|
|
float _zoomFactorFarPlane;
|
|
float _zoomFactorNearPlane;
|
|
|
|
CameraBackgroundBrush* _clearBrush = nullptr; // brush used to clear the back ground
|
|
};
|
|
|
|
NS_AX_END
|