// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/u_camera.h" #include "nel/3d/camera.h" namespace NL3D { const float UCamera::DefLx=0.26f; const float UCamera::DefLy=0.2f; const float UCamera::DefLzNear=0.15f; const float UCamera::DefLzFar=1000.0f; // *************************************************************************** void UCamera::setFrustum(const CFrustum &f) { CCamera *object = getObjectPtr(); object->setFrustum(f); } // *************************************************************************** const CFrustum &UCamera::getFrustum() const { CCamera *object = getObjectPtr(); return object->getFrustum(); } // *************************************************************************** void UCamera::setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective) { CCamera *object = getObjectPtr(); object->setFrustum(left, right, bottom, top, znear, zfar, perspective); } // *************************************************************************** void UCamera::setFrustum(float width, float height, float znear, float zfar, bool perspective) { CCamera *object = getObjectPtr(); object->setFrustum(width, height, znear, zfar, perspective); } // *************************************************************************** void UCamera::getFrustum(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const { CCamera *object = getObjectPtr(); object->getFrustum(left, right, bottom, top, znear, zfar); } // *************************************************************************** bool UCamera::isOrtho() const { CCamera *object = getObjectPtr(); return object->isOrtho(); } // *************************************************************************** bool UCamera::isPerspective() const { CCamera *object = getObjectPtr(); return object->isPerspective(); } // *************************************************************************** void UCamera::setPerspective(float fov, float aspectRatio, float znear, float zfar) { CCamera *object = getObjectPtr(); object->setPerspective(fov, aspectRatio, znear, zfar); } // *************************************************************************** void UCamera::buildCameraPyramid(std::vector &pyramid, bool useWorldMatrix) { CCamera *object = getObjectPtr(); object->buildCameraPyramid(pyramid, useWorldMatrix); } // *************************************************************************** void UCamera::buildCameraPyramidCorners(std::vector &pyramidCorners, bool useWorldMatrix) { CCamera *object = getObjectPtr(); object->buildCameraPyramidCorners(pyramidCorners, useWorldMatrix); } // *************************************************************************** } // NL3D