/usr/include/crystalspace-2.0/iengine/campos.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2000 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IENGINE_CAMPOS_H__
#define __CS_IENGINE_CAMPOS_H__
/**\file
* Camera position
*/
/**
* \addtogroup engine3d_views
* @{ */
#include "csutil/scf.h"
class csVector3;
class csPlane3;
struct iObject;
struct iEngine;
struct iCamera;
/**
* A camera position. This object can be used to initialize a camera object to
* a certain state. It has the following properties:
* - Home sector name: This name is used to find the home sector of the
* camera in the engine when the camera position is applied.
* - Position: Position of the camera
* - Upward and forward vectors: These vectors define the orientation of the
* camera. More exactly, they are used to compute the transformation of
* the camera.
* - A far plane used to clip geometry which is too far away.
*
* Main creators of instances implementing this interface:
* - iCameraPositionList::NewCameraPosition()
*
* Main ways to get pointers to this interface:
* - iCameraPositionList::Get()
* - iCameraPositionList::FindByName()
*
* Main users of this interface:
* - Engine stores them.
* - Application uses them.
*/
struct iCameraPosition : public virtual iBase
{
SCF_INTERFACE(iCameraPosition,2,0,1);
/// Get the iObject for this camera position.
virtual iObject *QueryObject() = 0;
/// Create a clone of this camera position.
virtual iCameraPosition* Clone () const = 0;
/// Return the home sector.
virtual const char *GetSector () = 0;
/// Set the home sector.
virtual void SetSector (const char *Name) = 0;
/// Return the position.
virtual const csVector3 &GetPosition () = 0;
/// Set the position.
virtual void SetPosition (const csVector3 &p) = 0;
/// Return the 'up' vector.
virtual const csVector3 &GetUpwardVector () = 0;
/// Set the 'up' vector.
virtual void SetUpwardVector (const csVector3 &v) = 0;
/// Return the 'front' vector.
virtual const csVector3 &GetForwardVector () = 0;
/// Set the 'front' vector.
virtual void SetForwardVector (const csVector3 &v) = 0;
/// Set all attributes of the camera position.
virtual void Set (const char *sector, const csVector3 &pos,
const csVector3 &forward, const csVector3 &upward) = 0;
/// Load the camera position into a camera object.
virtual bool Load (iCamera* camera, iEngine* engine) = 0;
/**
* Set the 3D far plane used to clip all geometry.
* If the pointer is 0 then far plane clipping will be disabled.
* Otherwise it will be enabled and the plane will be copied (so you
* can free or reuse the pointer you give here). Note that the far-plane
* will cull away geometry which is on the negative side of the plane
* (with csPlane3::Classify() function).
*/
virtual void SetFarPlane (csPlane3* pl) = 0;
/**
* Clear the far plane so no clipping will occur. This is equivalent
* to SetFarPlane(0).
*/
virtual void ClearFarPlane () = 0;
/**
* Get the current far plane (or 0 if none is defined).
*/
virtual csPlane3* GetFarPlane () const = 0;
/// Save a camera object into this camera position.
virtual void Save (iCamera* camera) = 0;
};
/**
* A list of camera position objects.
*
* Main ways to get pointers to this interface:
* - iEngine::GetCameraPositions()
* Main users of this interface:
* - Engine stores them.
* - Application uses them.
*/
struct iCameraPositionList : public virtual iBase
{
SCF_INTERFACE(iCameraPositionList,2,1,0);
/// Create a new empty camera position and add it to the engine list.
virtual iCameraPosition* NewCameraPosition (const char* name) = 0;
/// Create a new empty camera position but don't add it to the engine list.
virtual csPtr<iCameraPosition> CreateCameraPosition (const char* name) = 0;
/// Return the number of camera positions in this list
virtual int GetCount () const = 0;
/// Return a camera position by index
virtual iCameraPosition *Get (int n) const = 0;
/// Add a camera position
virtual int Add (iCameraPosition *obj) = 0;
/// Remove a camera position
virtual bool Remove (iCameraPosition *obj) = 0;
/// Remove the nth camera position
virtual bool Remove (int n) = 0;
/// Remove all camera positions
virtual void RemoveAll () = 0;
/// Find a camera position and return its index
virtual int Find (iCameraPosition *obj) const = 0;
/// Find a camera position by name
virtual iCameraPosition *FindByName (const char *Name) const = 0;
};
/** @} */
#endif // __CS_IENGINE_CAMPOS_H__
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