open_toontown_panda3d/panda/src/pgraph/camera.I

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// Filename: camera.I
// Created by: drose (26Feb02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: Camera::set_active
// Access: Published
// Description: Sets the active flag on the camera. When the camera
// is not active, nothing will be rendered.
////////////////////////////////////////////////////////////////////
INLINE void Camera::
set_active(bool active) {
_active = active;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::is_active
// Access: Published
// Description: Returns the current setting of the active flag on the
// camera.
////////////////////////////////////////////////////////////////////
INLINE bool Camera::
is_active() const {
return _active;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_scene
// Access: Published
// Description: Sets the scene that will be rendered by the camera.
// This is normally the root node of a scene graph,
// typically a node called 'render', although it could
// represent the root of any subgraph.
//
// Note that the use of this method is now deprecated.
// In the absence of an explicit scene set on the
// camera, the camera will render whatever scene it is
// parented into. This is the preferred way to specify
// the scene, since it is the more intuitive mechanism.
////////////////////////////////////////////////////////////////////
INLINE void Camera::
set_scene(const NodePath &scene) {
_scene = scene;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_scene
// Access: Published
// Description: Returns the scene that will be rendered by the
// camera. See set_scene().
////////////////////////////////////////////////////////////////////
INLINE const NodePath &Camera::
get_scene() const {
return _scene;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_num_display_regions
// Access: Published
// Description: Returns the number of display regions associated with
// the camera.
////////////////////////////////////////////////////////////////////
INLINE int Camera::
get_num_display_regions() const {
return _display_regions.size();
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_display_region
// Access: Published
// Description: Returns the nth display region associated with the
// camera.
////////////////////////////////////////////////////////////////////
INLINE DisplayRegion *Camera::
get_display_region(int n) const {
nassertr(n >= 0 && n < (int)_display_regions.size(), (DisplayRegion *)NULL);
return _display_regions[n];
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_camera_mask
// Access: Published
// Description: Changes the set of bits that represent the subset of
// the scene graph the camera will render.
//
// During the cull traversal, a node is not visited if
// none of its draw mask bits intersect with the
// camera's camera mask bits. These masks can be used
// to selectively hide and show different parts of the
// scene graph from different cameras that are otherwise
// viewing the same scene.
////////////////////////////////////////////////////////////////////
INLINE void Camera::
set_camera_mask(DrawMask mask) {
// You shouldn't attempt to use Panda's reserved "overall" bit as a
// camera mask.
nassertv((mask & PandaNode::get_overall_bit()).is_zero());
_camera_mask = mask;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_camera_mask
// Access: Published
// Description: Returns the set of bits that represent the subset of
// the scene graph the camera will render. See
// set_camera_mask().
////////////////////////////////////////////////////////////////////
INLINE DrawMask Camera::
get_camera_mask() const {
return _camera_mask;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_cull_center
// Access: Published
// Description: Specifies the point from which the culling operations
// are performed. Normally, this is the same as the
// camera, and that is the default if this is not
// specified; but it may sometimes be useful to perform
// the culling from some other viewpoint, particularly
// when you are debugging the culling itself.
////////////////////////////////////////////////////////////////////
INLINE void Camera::
set_cull_center(const NodePath &cull_center) {
_cull_center = cull_center;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_cull_center
// Access: Published
// Description: Returns the point from which the culling operations
// will be performed, if it was set by
// set_cull_center(), or the empty NodePath otherwise.
////////////////////////////////////////////////////////////////////
INLINE const NodePath &Camera::
get_cull_center() const {
return _cull_center;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_lod_center
// Access: Published
// Description: Specifies the point from which the LOD distances
// are measured. Normally, this is the same as the
// camera, and that is the default if this is not
// specified; but it may sometimes be useful to perform
// the distance test from some other viewpoint. This
// may be used, for instance, to reduce LOD popping when
// the camera rotates in a small circle about an avatar.
////////////////////////////////////////////////////////////////////
INLINE void Camera::
set_lod_center(const NodePath &lod_center) {
_lod_center = lod_center;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_lod_center
// Access: Published
// Description: Returns the point from which the LOD distances will
// be measured, if it was set by set_lod_center(), or
// the empty NodePath otherwise.
////////////////////////////////////////////////////////////////////
INLINE const NodePath &Camera::
get_lod_center() const {
return _lod_center;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_initial_state
// Access: Published
// Description: Sets the initial state which is applied to all nodes
// in the scene, as if it were set at the top of the
// scene graph.
////////////////////////////////////////////////////////////////////
INLINE void Camera::
set_initial_state(const RenderState *state) {
_initial_state = state;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_initial_state
// Access: Published
// Description: Returns the initial state as set by a previous call
// to set_initial_state().
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderState) Camera::
get_initial_state() const {
return _initial_state;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_tag_state_key
// Access: Published
// Description: Sets the tag key which, when encountered as a tag on
// nodes in the scene graph, causes this Camera to apply
// an arbitrary state transition based on the value of
// the tag (as specified to set_tag_state()).
////////////////////////////////////////////////////////////////////
INLINE void Camera::
set_tag_state_key(const string &tag_state_key) {
_tag_state_key = tag_state_key;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_tag_state_key
// Access: Published
// Description: Returns the tag key as set by a previous call to
// set_tag_state_key().
////////////////////////////////////////////////////////////////////
INLINE const string &Camera::
get_tag_state_key() const {
return _tag_state_key;
}