mirror of https://github.com/axmolengine/axmol.git
374 lines
12 KiB
C++
374 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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Code based GamePlay3D's Camera: http://gameplay3d.org
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****************************************************************************/
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#pragma once
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#include "2d/CCNode.h"
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#include "3d/CCFrustum.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCCustomCommand.h"
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#include "base/CCDirector.h"
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NS_AX_BEGIN
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class Scene;
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class CameraBackgroundBrush;
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/**
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* Note:
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* Scene creates a default camera. And the default camera mask of Node is 1, therefore it can be seen by the default
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* camera. During rendering the scene, it draws the objects seen by each camera in the added order except default
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* camera. The default camera is the last one being drawn with. It's usually a good idea to render 3D objects in a
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* separate camera. And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The
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* DEFAULT camera for UI, because it is rendered at last. You can change the camera order to get different result when
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* depth test is not enabled. For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d
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* objects.
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*/
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enum class CameraFlag
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{
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DEFAULT = 1,
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USER1 = 1 << 1,
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USER2 = 1 << 2,
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USER3 = 1 << 3,
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USER4 = 1 << 4,
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USER5 = 1 << 5,
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USER6 = 1 << 6,
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USER7 = 1 << 7,
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USER8 = 1 << 8,
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};
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/**
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* Defines a camera .
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*/
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class AX_DLL Camera : public Node
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{
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friend class Scene;
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friend class Director;
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friend class EventDispatcher;
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public:
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/**
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* Creates a perspective camera.
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*
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* @param fieldOfView The field of view for the perspective camera (normally in the range of 40-60 degrees).
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* @param aspectRatio The aspect ratio of the camera (normally the width of the viewport divided by the height of
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* the viewport).
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* @param nearPlane The near plane distance.
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* @param farPlane The far plane distance.
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*/
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static Camera* createPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
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/**
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* Creates an orthographic camera.
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*
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* @param zoomX The zoom factor along the X-axis of the orthographic projection (the width of the ortho projection).
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* @param zoomY The zoom factor along the Y-axis of the orthographic projection (the height of the ortho
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* projection).
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* @param nearPlane The near plane distance.
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* @param farPlane The far plane distance.
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*/
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static Camera* createOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);
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/** create default camera, the camera type depends on Director::getProjection, the depth of the default camera is 0
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*/
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static Camera* create();
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/**
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* Get the visiting camera , the visiting camera shall be set on Scene::render
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*/
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static const Camera* getVisitingCamera();
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static const Viewport& getDefaultViewport();
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static void setDefaultViewport(const Viewport& vp);
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/**
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* Get the default camera of the current running scene.
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*/
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static Camera* getDefaultCamera();
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/**get & set Camera flag*/
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CameraFlag getCameraFlag() const { return _cameraFlag; }
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void setCameraFlag(CameraFlag flag) { _cameraFlag = flag; }
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/**
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* Make Camera looks at target
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*
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* @param target The target camera is point at
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* @param up The up vector, usually it's Y axis
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*/
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virtual void lookAt(const Vec3& target, const Vec3& up = Vec3::UNIT_Y);
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/**
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* Gets the camera's projection matrix.
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*
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* @return The camera projection matrix.
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*/
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const Mat4& getProjectionMatrix() const;
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/**
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* Gets the camera's view matrix.
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*
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* @return The camera view matrix.
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*/
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const Mat4& getViewMatrix() const;
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/**get view projection matrix*/
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const Mat4& getViewProjectionMatrix() const;
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/* convert the specified point in 3D world-space coordinates into the screen-space coordinates.
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*
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* Origin point at left top corner in screen-space.
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* @param src The world-space position.
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* @return The screen-space position.
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*/
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Vec2 project(const Vec3& src) const;
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/* convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates.
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*
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* Origin point at left bottom corner in GL-screen-space.
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* @param src The 3D world-space position.
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* @return The GL-screen-space position.
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*/
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Vec2 projectGL(const Vec3& src) const;
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/**
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* Convert the specified point of screen-space coordinate into the 3D world-space coordinate.
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*
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* Origin point at left top corner in screen-space.
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* @param src The screen-space position.
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* @return The 3D world-space position.
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*/
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Vec3 unproject(const Vec3& src) const;
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/**
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* Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.
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*
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* Origin point at left bottom corner in GL-screen-space.
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* @param src The GL-screen-space position.
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* @return The 3D world-space position.
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*/
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Vec3 unprojectGL(const Vec3& src) const;
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/**
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* Convert the specified point of screen-space coordinate into the 3D world-space coordinate.
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*
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* Origin point at left top corner in screen-space.
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* @param size The window size to use.
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* @param src The screen-space position.
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* @param dst The 3D world-space position.
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*/
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void unproject(const Vec2& size, const Vec3* src, Vec3* dst) const;
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/**
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* Convert the specified point of GL-screen-space coordinate into the 3D world-space coordinate.
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*
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* Origin point at left bottom corner in GL-screen-space.
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* @param size The window size to use.
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* @param src The GL-screen-space position.
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* @param dst The 3D world-space position.
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*/
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void unprojectGL(const Vec2& size, const Vec3* src, Vec3* dst) const;
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/**
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* Is this aabb visible in frustum
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*/
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bool isVisibleInFrustum(const AABB* aabb) const;
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/**
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* Get object depth towards camera
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*/
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float getDepthInView(const Mat4& transform) const;
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/**
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* set depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with
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* CameraFlag::DEFAULT is 0, user defined camera is -1 by default
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*/
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void setDepth(int8_t depth);
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/**
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* get depth, camera with larger depth is drawn on top of camera with smaller depth, the depth of camera with
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* CameraFlag::DEFAULT is 0, user defined camera is -1 by default
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*/
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int8_t getDepth() const { return _depth; }
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/**
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get rendered order
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*/
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int getRenderOrder() const;
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/**
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* Gets the field of view of the camera if the projection mode is 3D.
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*
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* @since axmol-1.0.0b8
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*/
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float getFOV() const { return _fieldOfView; }
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/**
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* Sets the field of view of the camera if the projection mode is 3D.
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*
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* @since axmol-1.0.0b8
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*/
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void setFOV(float fov);
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/**
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* Gets the frustum's far plane.
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*/
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float getFarPlane() const { return _farPlane; }
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/**
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* Sets the frustum's far plane.
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*
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* @since axmol-1.0.0b8
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*/
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void setFarPlane(float farPlane);
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/**
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* Gets the frustum's near plane.
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*/
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float getNearPlane() const { return _nearPlane; }
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/**
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* Gets the frustum's near plane.
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*
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* @since axmol-1.0.0b8
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*/
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void setNearPlane(float nearPlane);
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/**
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* Gets the zoom multiplier of the camera.
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*
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* @since axmol-1.0.0b8
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*/
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float getZoom() const { return _zoomFactor; }
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/**
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* Sets the zoom multiplier of the camera.
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* This is designed to be used with 2D views only.
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*
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* @param factor The zoom factor of the camera.
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*
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* @since axmol-1.0.0b8
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*/
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void setZoom(float factor);
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/**
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Apply the zoom factor.
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*
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* @since axmol-1.0.0b8
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*/
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void applyZoom();
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// override
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virtual void onEnter() override;
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virtual void onExit() override;
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/**
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Before rendering the scene with this camera, the background needs to be cleared.
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It will clear the depth buffer with max depth by default.
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Use setBackgroundBrush to modify this default behavior.
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*/
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void clearBackground();
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/**
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Apply the FBO, RenderTargets and viewport.
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*/
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void apply();
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/**
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* Whether or not the viewprojection matrix was updated last frame.
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* @return True if the viewprojection matrix was updated last frame.
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*/
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bool isViewProjectionUpdated() const { return _viewProjectionUpdated; }
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/**
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* set the background brush. See CameraBackgroundBrush for more information.
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* @param clearBrush Brush used to clear the background
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*/
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virtual void setBackgroundBrush(CameraBackgroundBrush* clearBrush);
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/**
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* Get clear brush
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*/
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CameraBackgroundBrush* getBackgroundBrush() const { return _clearBrush; }
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virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
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bool isBrushValid();
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Camera();
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~Camera();
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/**
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* Set the owner scene of the camera, this method shall not be invoked manually
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*/
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void setScene(Scene* scene);
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/**set additional matrix for the projection matrix, it multiplies mat to projection matrix when called, used by
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* WP8*/
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void setAdditionalProjection(const Mat4& mat);
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/** Init default camera with director current projection,
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!!!Note: Must invoke this function again when director projection or winsize changed */
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void initDefault();
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/** Update camera transformations */
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void updateTransform() override;
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bool initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
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bool initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);
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void applyViewport();
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protected:
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static Camera* _visitingCamera;
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static Viewport _defaultViewport;
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//* Scene that owns this camera.
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Scene* _scene = nullptr;
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Mat4 _projection;
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mutable Mat4 _view;
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mutable Mat4 _viewInv;
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mutable Mat4 _viewProjection;
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Vec3 _up;
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float _fieldOfView = 0.f;
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float _zoom[2] = {0.f};
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float _nearPlane = 0.f;
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float _farPlane = 0.f;
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mutable bool _viewProjectionDirty = true;
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bool _viewProjectionUpdated = false; // Whether or not the viewprojection matrix was updated since the last frame.
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CameraFlag _cameraFlag = CameraFlag::DEFAULT; // camera flag
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mutable Frustum _frustum; // camera frustum
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mutable bool _frustumDirty = true;
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int8_t _depth = -1; // camera depth, the depth of camera with CameraFlag::DEFAULT flag is 0 by default, a camera
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// with larger depth is drawn on top of camera with smaller depth
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float _eyeZdistance; // Z eye projection distance for 2D in 3D projection.
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float _zoomFactor = 1.0F; // The zoom factor of the camera. 3D = (cameraZDistance * _zoomFactor), 2D = (cameraScale * _zoomFactor)
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float _zoomFactorFarPlane;
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float _zoomFactorNearPlane;
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CameraBackgroundBrush* _clearBrush = nullptr; // brush used to clear the back ground
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};
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NS_AX_END
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