Merge branch 'main/rendor-staging' into fixes
[ryzomcore.git] / nel / src / 3d / u_camera.cpp
blob0a052205f0c1e56e159a28a46033e76982c9e06a
1 // NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
2 // Copyright (C) 2010 Winch Gate Property Limited
3 //
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "std3d.h"
19 #include "nel/3d/u_camera.h"
20 #include "nel/3d/camera.h"
22 #ifdef DEBUG_NEW
23 #define new DEBUG_NEW
24 #endif
26 namespace NL3D
29 const float UCamera::DefLx=0.26f;
30 const float UCamera::DefLy=0.2f;
31 const float UCamera::DefLzNear=0.15f;
32 const float UCamera::DefLzFar=1000.0f;
34 // ***************************************************************************
36 void UCamera::setFrustum(const CFrustum &f)
38 CCamera *object = getObjectPtr();
39 object->setFrustum(f);
42 // ***************************************************************************
44 const CFrustum &UCamera::getFrustum() const
46 CCamera *object = getObjectPtr();
47 return object->getFrustum();
50 // ***************************************************************************
52 void UCamera::setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective)
54 CCamera *object = getObjectPtr();
55 object->setFrustum(left, right, bottom, top, znear, zfar, perspective);
58 // ***************************************************************************
60 void UCamera::setFrustum(float width, float height, float znear, float zfar, bool perspective)
62 CCamera *object = getObjectPtr();
63 object->setFrustum(width, height, znear, zfar, perspective);
66 // ***************************************************************************
68 void UCamera::getFrustum(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const
70 CCamera *object = getObjectPtr();
71 object->getFrustum(left, right, bottom, top, znear, zfar);
74 // ***************************************************************************
76 bool UCamera::isOrtho() const
78 CCamera *object = getObjectPtr();
79 return object->isOrtho();
82 // ***************************************************************************
84 bool UCamera::isPerspective() const
86 CCamera *object = getObjectPtr();
87 return object->isPerspective();
90 // ***************************************************************************
92 void UCamera::setPerspective(float fov, float aspectRatio, float znear, float zfar)
94 CCamera *object = getObjectPtr();
95 object->setPerspective(fov, aspectRatio, znear, zfar);
98 // ***************************************************************************
100 void UCamera::buildCameraPyramid(std::vector<NLMISC::CPlane> &pyramid, bool useWorldMatrix)
102 CCamera *object = getObjectPtr();
103 object->buildCameraPyramid(pyramid, useWorldMatrix);
106 // ***************************************************************************
107 void UCamera::buildCameraPyramidCorners(std::vector<NLMISC::CVector> &pyramidCorners, bool useWorldMatrix)
109 CCamera *object = getObjectPtr();
110 object->buildCameraPyramidCorners(pyramidCorners, useWorldMatrix);
113 // ***************************************************************************
115 } // NL3D