Esempio n. 1
0
	Camera::Camera(const String& name, SceneManager* sm)
		:Frustum(name),
		mSceneMgr(sm),
		mOrientation(Quaternion::IDENTITY),
		mPosition(Vector3::ZERO),
		mSceneDetail(PM_SOLID),
		mLastViewport(NULL),
		mAutoAspectRatio(FALSE),
		mPixelDisplayRatio(0)
	{
		mFOVy = Radian(Math::PI / 4.0f);
		mNearDist = 100.0f;
		mFarDist = 100000.0f;
		mAspect = 1.333333333333f;
		mProjType = PT_PERSPECTIVE;
		setFixedYawAxis(TRUE);
		invalidateFrustum();
		invalidateView();
		mViewMatrix = Matrix4::ZERO;
		mProjMatrixRS = Matrix4::ZERO;
		mParentNode = NULL;
		mReflect = FALSE;
		mVisible = FALSE;
		
	}
Esempio n. 2
0
    //-----------------------------------------------------------------------
    Camera::Camera( const String& name, SceneManager* sm)
        : Frustum(name),
		mSceneMgr(sm),
		mOrientation(Quaternion::IDENTITY),
		mPosition(Vector3::ZERO),
		mSceneDetail(PM_SOLID),
		mAutoTrackTarget(0),
		mAutoTrackOffset(Vector3::ZERO),
		mSceneLodFactor(1.0f),
		mSceneLodFactorInv(1.0f),
		mWindowSet(false),
		mLastViewport(0),
		mAutoAspectRatio(false),
		mCullFrustum(0),
		mUseRenderingDistance(true),
		mLodCamera(0),
		mUseMinPixelSize(false),
		mPixelDisplayRatio(0)
    {

        // Reasonable defaults to camera params
        mFOVy = Radian(Math::PI/4.0f);
        mNearDist = 100.0f;
        mFarDist = 100000.0f;
        mAspect = 1.33333333333333f;
        mProjType = PT_PERSPECTIVE;
        setFixedYawAxis(true);    // Default to fixed yaw, like freelook since most people expect this

        invalidateFrustum();
        invalidateView();

        // Init matrices
        mViewMatrix = Matrix4::ZERO;
        mProjMatrixRS = Matrix4::ZERO;

        mParentNode = 0;

        // no reflection
        mReflect = false;

        mVisible = false;

    }
Esempio n. 3
0
	Camera::Camera():mOrientation(Quaternion::IDENTITY),
		mPosition(Vector3::ZERO)
	{
		setFixedYawAxis(true);    // Default to fixed yaw, like freelook since most people expect this
	}