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146 lines
4.1 KiB
C++
146 lines
4.1 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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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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****************************************************************************/
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#ifndef __CCCAMERA_H__
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#define __CCCAMERA_H__
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#include "cocoa/CCObject.h"
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#include "ccMacros.h"
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#include "kazmath/mat4.h"
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#include <string>
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NS_CC_BEGIN
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/**
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* @addtogroup base_nodes
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* @{
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*/
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/**
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A CCCamera is used in every CCNode.
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Useful to look at the object from different views.
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The OpenGL gluLookAt() function is used to locate the
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camera.
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If the object is transformed by any of the scale, rotation or
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position attributes, then they will override the camera.
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IMPORTANT: Either your use the camera or the rotation/scale/position properties. You can't use both.
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World coordinates won't work if you use the camera.
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Limitations:
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- Some nodes, like CCParallaxNode, CCParticle uses world node coordinates, and they won't work properly if you move them (or any of their ancestors)
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using the camera.
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- It doesn't work on batched nodes like CCSprite objects when they are parented to a CCSpriteBatchNode object.
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- It is recommended to use it ONLY if you are going to create 3D effects. For 2D effects, use the action CCFollow or position/scale/rotate.
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*/
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class CC_DLL CCCamera : public CCObject
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{
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GEODE_FRIEND_MODIFY
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protected:
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float m_fEyeX;
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float m_fEyeY;
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float m_fEyeZ;
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float m_fCenterX;
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float m_fCenterY;
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float m_fCenterZ;
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float m_fUpX;
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float m_fUpY;
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float m_fUpZ;
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bool m_bDirty;
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kmMat4 m_lookupMatrix;
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public:
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/**
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* @js ctor
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*/
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CCCamera(void);
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/**
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* @js NA
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* @lua NA
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*/
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~CCCamera(void);
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void init(void);
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/**
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* @js NA
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*/
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const char* description(void);
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/** sets the dirty value */
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inline void setDirty(bool bValue) { m_bDirty = bValue; }
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/** get the dirty value */
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inline bool isDirty(void) { return m_bDirty; }
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/** sets the camera in the default position */
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void restore(void);
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/** Sets the camera using gluLookAt using its eye, center and up_vector */
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void locate(void);
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/** sets the eye values in points
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* @js setEye
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*/
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void setEyeXYZ(float fEyeX, float fEyeY, float fEyeZ);
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/** sets the center values in points
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* @js setCenter
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*/
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void setCenterXYZ(float fCenterX, float fCenterY, float fCenterZ);
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/** sets the up values
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* @js setUp
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*/
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void setUpXYZ(float fUpX, float fUpY, float fUpZ);
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/** get the eye vector values in points
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* @js NA
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*/
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void getEyeXYZ(float *pEyeX, float *pEyeY, float *pEyeZ);
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/** get the center vector values int points
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* @js NA
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*/
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void getCenterXYZ(float *pCenterX, float *pCenterY, float *pCenterZ);
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/** get the up vector values
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* @js NA
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*/
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void getUpXYZ(float *pUpX, float *pUpY, float *pUpZ);
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public:
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/** returns the Z eye */
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static float getZEye();
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private:
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DISALLOW_COPY_AND_ASSIGN(CCCamera);
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};
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// end of base_node group
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/// @}
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NS_CC_END
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#endif // __CCCAMERA_H__
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