📄 camera.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.renderer;
import java.io.Serializable;
import com.jme.bounding.BoundingVolume;
import com.jme.math.Quaternion;
import com.jme.math.Vector2f;
import com.jme.math.Vector3f;
import com.jme.util.export.Savable;
/**
* <code>Camera</code> defines an interface that encapsulates viewport
* management. Provided are convenience methods for setting up the view port and
* the camera model. The frustum is also maintained here to allow for easy
* frustum culling.
*
* @author Mark Powell
* @author Gregg Patton
*/
public interface Camera extends Serializable, Savable {
public enum FrustumIntersect {
/**
* defines a constant assigned to spatials that are completely outside
* of this camera's view frustum.
*/
Outside,
/**
* defines a constant assigned to spatials that are completely inside
* the camera's view frustum.
*/
Inside,
/**
* defines a constant assigned to spatials that are intersecting one of
* the six planes that define the view frustum.
*/
Intersects;
}
/**
* <code>getLocation</code> returns the position of the camera.
*
* @return the position of the camera.
*/
Vector3f getLocation();
/**
* <code>getDirection</code> returns the direction the camera is facing.
*
* @return the direction this camera object is facing.
*/
Vector3f getDirection();
/**
* <code>getLeft</code> returns the left axis of the camera.
*
* @return the left axis of this camera object.
*/
Vector3f getLeft();
/**
* <code>getUp</code> returns the up axis of the camera.
*
* @return the up axis of this camera object.
*/
Vector3f getUp();
/**
* <code>setLocation</code> the position of the camera.
*
* @param location the position of the camera.
*/
void setLocation( Vector3f location );
/**
* <code>setDirection</code> sets the direction the camera is facing.
*
* @param direction the new direction of the camera.
*/
void setDirection( Vector3f direction );
/**
* <code>setLeft</code> sets the left axis of the camera.
*
* @param left the new left axis of the camera.
*/
void setLeft( Vector3f left );
/**
* <code>setUp</code> sets the up axis of the camera.
*
* @param up the new up axis of the camera.
*/
void setUp( Vector3f up );
/**
* <code>setAxes</code> sets the axes that define the camera's
* orientation.
*
* @param left the new left axis of the camera.
* @param up the new up axis of the camera.
* @param direction the new direction of the camera.
*/
void setAxes( Vector3f left, Vector3f up, Vector3f direction );
/**
* <code>setAxes</code> sets the camera's orientation via a rotational
* matrix.
*
* @param axes the matrix that defines the camera orientation.
*/
void setAxes( Quaternion axes );
/**
* <code>setFrustum</code> defines the frustum planes of the camera. This
* frustum is defined by a six-sided box.
*
* @param near the frustum plane closest to the eye point.
* @param far the frustum plane furthest from the eye point.
* @param left the frustum plane left of the eye point.
* @param right the frustum plane right of the eye point.
* @param top the frustum plane above the eye point.
* @param bottom the frustum plane below the eye point.
*/
void setFrustum( float near, float far, float left, float right,
float top, float bottom );
/**
* <code>setFrustumPerspective</code> defines the frustum for the camera. This
* frustum is defined by a viewing angle, aspect ratio, and near/far planes
*
* @param fovY Frame of view angle along the Y.
* @param aspect Width:Height ratio
* @param near Near view plane distance
* @param far Far view plane distance
*/
void setFrustumPerspective( float fovY, float aspect, float near, float far );
/**
* <code>getFrustumBottom</code> returns the value of the bottom frustum
* plane.
*
* @return the value of the bottom frustum plane.
*/
float getFrustumBottom();
/**
* <code>setFrustumBottom</code> sets the value of the bottom frustum
* plane.
*
* @param frustumBottom the value of the bottom frustum plane.
*/
void setFrustumBottom( float frustumBottom );
/**
* <code>getFrustumFar</code> gets the value of the far frustum plane.
*
* @return the value of the far frustum plane.
*/
float getFrustumFar();
/**
* <code>setFrustumFar</code> sets the value of the far frustum plane.
*
* @param frustumFar the value of the far frustum plane.
*/
void setFrustumFar( float frustumFar );
/**
* <code>getFrustumLeft</code> gets the value of the left frustum plane.
*
* @return the value of the left frustum plane.
*/
float getFrustumLeft();
/**
* <code>setFrustumLeft</code> sets the value of the left frustum plane.
*
* @param frustumLeft the value of the left frustum plane.
*/
void setFrustumLeft( float frustumLeft );
/**
* <code>getFrustumNear</code> gets the value of the near frustum plane.
*
* @return the value of the near frustum plane.
*/
float getFrustumNear();
/**
* <code>setFrustumNear</code> sets the value of the near frustum plane.
*
* @param frustumNear the value of the near frustum plane.
*/
void setFrustumNear( float frustumNear );
/**
* <code>getFrustumRight</code> gets the value of the right frustum plane.
*
* @return frustumRight the value of the right frustum plane.
*/
float getFrustumRight();
/**
* <code>setFrustumRight</code> sets the value of the right frustum plane.
*
* @param frustumRight the value of the right frustum plane.
*/
void setFrustumRight( float frustumRight );
/**
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