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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleCameras</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Cameras to navigate in 3D space (<a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a>, <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a>, <a class="normal" href="CastleCameras.TUniversalCamera.html">TUniversalCamera</a>).</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li>SysUtils</li><li><a href="CastleVectors.html">CastleVectors</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleKeysMouse.html">CastleKeysMouse</a></li><li><a href="CastleBoxes.html">CastleBoxes</a></li><li><a href="CastleQuaternions.html">CastleQuaternions</a></li><li><a href="CastleFrustum.html">CastleFrustum</a></li><li><a href="CastleUIControls.html">CastleUIControls</a></li><li>Classes</li><li><a href="CastleRays.html">CastleRays</a></li><li><a href="CastleTimeUtils.html">CastleTimeUtils</a></li><li><a href="CastleInputs.html">CastleInputs</a></li><li><a href="CastleTriangles.html">CastleTriangles</a></li><li><a href="CastleRectangles.html">CastleRectangles</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
<table class="classestable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleCameras.TCamera.html"><code>TCamera</code></a></td>
<td class="itemdesc">Handle user navigation in 3D scene.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleCameras.TExamineCamera.html"><code>TExamineCamera</code></a></td>
<td class="itemdesc">Navigate the 3D model in examine mode, like you would hold a box with the model inside.</td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleCameras.TWalkCamera.html"><code>TWalkCamera</code></a></td>
<td class="itemdesc">Navigation by walking (first-person-shooter-like moving) in 3D scene.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleCameras.TUniversalCamera.html"><code>TUniversalCamera</code></a></td>
<td class="itemdesc">Camera that allows any kind of navigation (Examine, Walk).</td>
</tr>
</table>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
<table class="summary wide_list">
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<td class="itemcode"><code>procedure <b><a href="CastleCameras.html#CorrectPreferredHeight">CorrectPreferredHeight</a></b>(var PreferredHeight: Single; const Radius: Single; const CrouchHeight, HeadBobbing: Single);</code></td>
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<tr class="list2">
<td class="itemcode"><code>function <b><a href="CastleCameras.html#CamDirUp2Orient">CamDirUp2Orient</a></b>(const CamDir, CamUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="CastleCameras.html#CamDirUp2Orient">CamDirUp2Orient</a></b>(const CamDir, CamUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out OrientAxis: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out OrientRadAngle: Single);</code></td>
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<tr class="list2">
<td class="itemcode"><code>function <b><a href="CastleCameras.html#CamDirUp2OrientQuat">CamDirUp2OrientQuat</a></b>(CamDir, CamUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleQuaternions.TQuaternion.html">TQuaternion</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="CastleCameras.html#CameraViewpointForWholeScene">CameraViewpointForWholeScene</a></b>(const Box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const WantedDirection, WantedUp: Integer; const WantedDirectionPositive, WantedUpPositive: boolean; out Position, Direction, Up, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<tr class="list2">
<td class="itemcode"><code>procedure <b><a href="CastleCameras.html#Register">Register</a></b>;</code></td>
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<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
<table class="summary wide_list">
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<td class="itemcode"><code><b><a href="CastleCameras.html#TCameraInput">TCameraInput</a></b> = (...);</code></td>
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<tr class="list2">
<td class="itemcode"><code><b><a href="CastleCameras.html#TCameraInputs">TCameraInputs</a></b> = set of <a href="CastleCameras.html#TCameraInput">TCameraInput</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleCameras.html#TNavigationClass">TNavigationClass</a></b> = (...);</code></td>
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<td class="itemcode"><code><b><a href="CastleCameras.html#TNavigationType">TNavigationType</a></b> = (...);</code></td>
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<td class="itemcode"><code><b><a href="CastleCameras.html#TCameraClass">TCameraClass</a></b> = class of <a href="CastleCameras.TCamera.html">TCamera</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleCameras.html#T3BoolInputs">T3BoolInputs</a></b> = array [0..2, boolean] of <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleCameras.html#TMouseDragMode">TMouseDragMode</a></b> = (...);</code></td>
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<tr class="list2">
<td class="itemcode"><code><b><a href="CastleCameras.html#TMoveAllowedFunc">TMoveAllowedFunc</a></b> = function(Camera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean): boolean of object;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleCameras.html#TFallNotifyFunc">TFallNotifyFunc</a></b> = procedure (Camera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const FallHeight: Single) of object;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleCameras.html#THeightEvent">THeightEvent</a></b> = function (Camera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const Position: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean of object;</code></td>
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</table>
<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="CastleCameras.html#DefaultCameraDirection">DefaultCameraDirection</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> = (0, 0, -1);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleCameras.html#DefaultCameraUp">DefaultCameraUp</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> = (0, 1, 0);</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CorrectPreferredHeight"></a><code>procedure <b>CorrectPreferredHeight</b>(var PreferredHeight: Single; const Radius: Single; const CrouchHeight, HeadBobbing: Single);</code></td>
</tr>
<tr><td colspan="1">
<p>
See <a class="normal" href="CastleCameras.TWalkCamera.html#CorrectPreferredHeight">TWalkCamera.CorrectPreferredHeight</a>. This is a global version, sometimes may be useful.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CamDirUp2Orient"></a><code>function <b>CamDirUp2Orient</b>(const CamDir, CamUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Convert camera direction and up vectors into VRML/X3D "orientation" vector.
<p>Orientation expresses CamDir and CamUp as 4-item vector (SFRotation). First three items are the Axis (normalized) and the 4th is the Angle (in radians). Meaning: if you rotate the standard direction and up (see <a class="normal" href="CastleCameras.html#DefaultCameraDirection">DefaultCameraDirection</a>, <a class="normal" href="CastleCameras.html#DefaultCameraUp">DefaultCameraUp</a>) around Axis by the Angle, then you get CamDir and CamUp.
<p>Given here CamDir and CamUp must be orthogonal and non-zero. Their lengths are not relevant (that is, you don't need to normalize them before passing here).
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CamDirUp2Orient"></a><code>procedure <b>CamDirUp2Orient</b>(const CamDir, CamUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out OrientAxis: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out OrientRadAngle: Single);</code></td>
</tr>
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</td></tr>
</table>
<table class="detail wide_list">
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<td class="itemcode"><a name="CamDirUp2OrientQuat"></a><code>function <b>CamDirUp2OrientQuat</b>(CamDir, CamUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleQuaternions.TQuaternion.html">TQuaternion</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Convert camera direction and up vectors into "rotation quaternion" of VRML/X3D "orientation".
<p>VRML orientation expresses camera direction and up as a rotation. This means that you should rotate the standard direction and up (see <a class="normal" href="CastleCameras.html#DefaultCameraDirection">DefaultCameraDirection</a>, <a class="normal" href="CastleCameras.html#DefaultCameraUp">DefaultCameraUp</a>) by this rotation to get CamDir and CamUp.
<p>Given here CamDir and CamUp must be orthogonal and non-zero. Their lengths are not relevant (that is, you don't need to normalize them before passing here).
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CameraViewpointForWholeScene"></a><code>procedure <b>CameraViewpointForWholeScene</b>(const Box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const WantedDirection, WantedUp: Integer; const WantedDirectionPositive, WantedUpPositive: boolean; out Position, Direction, Up, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
</tr>
<tr><td colspan="1">
<p>
Calculate sensible camera configuration to see the whole Box.
<p>WantedDirection and WantedUp indicate desired look direction/up axis (0, 1 or 2 for X, Y or Z). WantedDirectionPositive and WantedUpPositive indicate if we want the positive axis. Obviously look direction and up cannot be parallel, so WantedDirection must be different than WantedUp.
<p>Returned Direction, Up, GravityUp are normalized.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Register"></a><code>procedure <b>Register</b>;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<h3 class="detail">Types</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TCameraInput"></a><code><b>TCameraInput</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
Possible navigation input types in cameras, set in <a class="normal" href="CastleCameras.TCamera.html#Input">TCamera.Input</a>.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
ciNormal: Normal input types. This includes all inputs available as Input_Xxx properties in <a class="normal" href="CastleCameras.TCamera.html">TCamera</a> descendants. They are all fully configurable (as <a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> class), they may be mouse button presses, mouse wheel clicks, or key presses. You can always clear some shortcut (like <code>WalkCamera.Input_Forward.MakeClear</code>) to disable a specific shortcut. Excluding ciNormal from <a class="normal" href="CastleCameras.TCamera.html#Input">TCamera.Input</a> is an easy way to disable <i>all</i> shortcuts.</li>
<li>
ciMouseDragging: Mouse and touch dragging. Both <a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a> and <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a> implement their own, special reactions to mouse dragging, that allows to navigate / rotate while pressing specific mouse buttons.</li>
<li>
ci3dMouse: Navigation using 3D mouse devices, like the ones from 3dconnexion.</li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TCameraInputs"></a><code><b>TCameraInputs</b> = set of <a href="CastleCameras.html#TCameraInput">TCameraInput</a>;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TNavigationClass"></a><code><b>TNavigationClass</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<h6 class="description_section">Values</h6>
<ul>
<li>
ncExamine: </li>
<li>
ncWalk: </li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TNavigationType"></a><code><b>TNavigationType</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<h6 class="description_section">Values</h6>
<ul>
<li>
ntExamine: </li>
<li>
ntTurntable: </li>
<li>
ntWalk: </li>
<li>
ntFly: </li>
<li>
ntNone: </li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TCameraClass"></a><code><b>TCameraClass</b> = class of <a href="CastleCameras.TCamera.html">TCamera</a>;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="T3BoolInputs"></a><code><b>T3BoolInputs</b> = array [0..2, boolean] of <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TMouseDragMode"></a><code><b>TMouseDragMode</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
What mouse dragging does in <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a>.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
mdWalk: Moves avatar continously in the direction of mouse drag (default for <a class="normal" href="CastleCameras.TWalkCamera.html#MouseDragMode">TWalkCamera.MouseDragMode</a>).</li>
<li>
mdRotate: Rotates the head when mouse is moved.</li>
<li>
mdNone: Ignores the dragging.</li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TMoveAllowedFunc"></a><code><b>TMoveAllowedFunc</b> = function(Camera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean): boolean of object;</code></td>
</tr>
<tr><td colspan="1">
<p>
See <a class="normal" href="CastleCameras.TWalkCamera.html#DoMoveAllowed">TWalkCamera.DoMoveAllowed</a> and <a class="normal" href="CastleCameras.TWalkCamera.html#OnMoveAllowed">TWalkCamera.OnMoveAllowed</a></p>
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</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TFallNotifyFunc"></a><code><b>TFallNotifyFunc</b> = procedure (Camera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const FallHeight: Single) of object;</code></td>
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<tr><td colspan="1">
<p>
See <a class="normal" href="CastleCameras.TWalkCamera.html#OnFall">TWalkCamera.OnFall</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="THeightEvent"></a><code><b>THeightEvent</b> = function (Camera: <a href="CastleCameras.TWalkCamera.html">TWalkCamera</a>; const Position: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean of object;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<h3 class="detail">Constants</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="DefaultCameraDirection"></a><code><b>DefaultCameraDirection</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> = (0, 0, -1);</code></td>
</tr>
<tr><td colspan="1">
<p>
Default camera direction and up vectors, used to define the meaning of "camera orientation" for <a class="normal" href="CastleCameras.html#CamDirUp2Orient">CamDirUp2Orient</a> routines. These match VRML/X3D default camera values. </p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="DefaultCameraUp"></a><code><b>DefaultCameraUp</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> = (0, 1, 0);</code></td>
</tr>
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</td></tr>
</table>
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