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openmw-tes3mp/apps/openmw/mwrender/camera.hpp

132 lines
3.3 KiB
C++

#ifndef GAME_MWRENDER_CAMERA_H
#define GAME_MWRENDER_CAMERA_H
#include <string>
#include <osg/ref_ptr>
#include <osg/Vec3>
#include <osg/Vec3d>
#include "../mwworld/ptr.hpp"
namespace osg
{
class Camera;
class NodeCallback;
class Node;
}
namespace MWRender
{
class NpcAnimation;
/// \brief Camera control
class Camera
{
struct CamData {
float pitch, yaw, offset;
};
MWWorld::Ptr mTrackingPtr;
osg::ref_ptr<const osg::Node> mTrackingNode;
float mHeightScale;
osg::ref_ptr<osg::Camera> mCamera;
NpcAnimation *mAnimation;
bool mFirstPersonView;
bool mPreviewMode;
bool mFreeLook;
float mNearest;
float mFurthest;
bool mIsNearest;
struct {
bool enabled, allowed;
} mVanity;
float mHeight, mMaxCameraDistance;
CamData mMainCam, mPreviewCam;
bool mDistanceAdjusted;
bool mVanityToggleQueued;
bool mViewModeToggleQueued;
float mCameraDistance;
osg::ref_ptr<osg::NodeCallback> mUpdateCallback;
public:
Camera(osg::Camera* camera);
~Camera();
MWWorld::Ptr getTrackingPtr() const;
/// Update the view matrix of \a cam
void updateCamera(osg::Camera* cam);
/// Reset to defaults
void reset();
/// Set where the camera is looking at. Uses Morrowind (euler) angles
/// \param rot Rotation angles in radians
void rotateCamera(float pitch, float yaw, bool adjust);
float getYaw();
void setYaw(float angle);
float getPitch();
void setPitch(float angle);
/// Attach camera to object
void attachTo(const MWWorld::Ptr &);
/// @param Force view mode switch, even if currently not allowed by the animation.
void toggleViewMode(bool force=false);
bool toggleVanityMode(bool enable);
void allowVanityMode(bool allow);
/// @note this may be ignored if an important animation is currently playing
void togglePreviewMode(bool enable);
/// \brief Lowers the camera for sneak.
void setSneakOffset(float offset);
bool isFirstPerson() const
{ return !(mVanity.enabled || mPreviewMode || !mFirstPersonView); }
void processViewChange();
void update(float duration, bool paused=false);
/// Set camera distance for current mode. Don't work on 1st person view.
/// \param adjust Indicates should distance be adjusted or set.
/// \param override If true new distance will be used as default.
/// If false, default distance can be restored with setCameraDistance().
void setCameraDistance(float dist, bool adjust = false, bool override = true);
/// Restore default camera distance for current mode.
void setCameraDistance();
float getCameraDistance() const;
void setAnimation(NpcAnimation *anim);
osg::Vec3d getFocalPoint();
/// Stores focal and camera world positions in passed arguments
void getPosition(osg::Vec3f &focal, osg::Vec3f &camera);
void togglePlayerLooking(bool enable);
bool isVanityOrPreviewModeEnabled();
bool isNearest();
};
}
#endif