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