1 /****************************************************************************
  2  Copyright (c) 2010-2012 cocos2d-x.org
  3  Copyright (c) 2008-2010 Ricardo Quesada
  4  Copyright (c) 2011      Zynga Inc.
  5 
  6  http://www.cocos2d-x.org
  7 
  8  Permission is hereby granted, free of charge, to any person obtaining a copy
  9  of this software and associated documentation files (the "Software"), to deal
 10  in the Software without restriction, including without limitation the rights
 11  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 12  copies of the Software, and to permit persons to whom the Software is
 13  furnished to do so, subject to the following conditions:
 14 
 15  The above copyright notice and this permission notice shall be included in
 16  all copies or substantial portions of the Software.
 17 
 18  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 19  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 20  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 21  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 22  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 23  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 24  THE SOFTWARE.
 25  ****************************************************************************/
 26 var cc = cc = cc || {};
 27 
 28 
 29 /**
 30  A CCCamera is used in every CCNode.
 31  Useful to look at the object from different views.
 32  The OpenGL gluLookAt() function is used to locate the
 33  camera.
 34 
 35  If the object is transformed by any of the scale, rotation or
 36  position attributes, then they will override the camera.
 37 
 38  IMPORTANT: Either your use the camera or the rotation/scale/position properties. You can't use both.
 39  World coordinates won't work if you use the camera.
 40 
 41  Limitations:
 42 
 43  - Some nodes, like CCParallaxNode, CCParticle uses world node coordinates, and they won't work properly if you move them (or any of their ancestors)
 44  using the camera.
 45 
 46  - It doesn't work on batched nodes like CCSprite objects when they are parented to a CCSpriteBatchNode object.
 47 
 48  - It is recommended to use it ONLY if you are going to create 3D effects. For 2D effecs, use the action CCFollow or position/scale/rotate.
 49 
 50  */
 51 cc.Camera = cc.Class.extend({
 52     /*protected:*/
 53     _eyeX:null,
 54     _eyeY:null,
 55     _eyeZ:null,
 56     _centerX:null,
 57     _centerY:null,
 58     _centerZ:null,
 59     _upX:null,
 60     _upY:null,
 61     _upZ:null,
 62     _dirty:null,
 63 
 64     /*public:*/
 65     ctor:function () {
 66         this.restore();
 67     },
 68     description:function () {
 69         return "<CCCamera | center =(" + this._centerX + "," + this._centerY + "," + this._centerZ + ")>";
 70     },
 71     /** sets the dirty value */
 72     setDirty:function (value) {
 73         this._dirty = value;
 74     },
 75     /** get the dirty value */
 76     getDirty:function () {
 77         return this._dirty;
 78     },
 79 
 80     /** sets the camera in the default position */
 81     restore:function () {
 82         this._eyeX = this._eyeY = 0.0;
 83         this._eyeZ = cc.Camera.getZEye();
 84 
 85         this._centerX = this._centerY = this._centerZ = 0.0;
 86 
 87         this._upX = 0.0;
 88         this._upY = 1.0;
 89         this._upZ = 0.0;
 90 
 91         this._dirty = false;
 92     },
 93     /** Sets the camera using gluLookAt using its eye, center and up_vector */
 94     locate:function () {
 95         if (this._dirty) {
 96             //TODO gl
 97             //gluLookAt(this._eyeX, this._eyeY, this._eyeZ,this._centerX, this._centerY, this._centerZ,this._upX, this._upY, this._upZ);
 98         }
 99 
100     },
101     /** sets the eye values in points */
102     setEyeXYZ:function (eyeX, eyeY, eyeZ) {
103         this._eyeX = eyeX * cc.CONTENT_SCALE_FACTOR;
104         this._eyeY = eyeY * cc.CONTENT_SCALE_FACTOR;
105         this._eyeZ = eyeZ * cc.CONTENT_SCALE_FACTOR;
106 
107         this._dirty = true;
108     },
109     /** sets the center values in points */
110     setCenterXYZ:function (centerX, centerY, fenterZ) {
111         this._centerX = centerX * cc.CONTENT_SCALE_FACTOR;
112         this._centerY = centerY * cc.CONTENT_SCALE_FACTOR;
113         this._centerZ = fenterZ * cc.CONTENT_SCALE_FACTOR;
114 
115         this._dirty = true;
116     },
117     /** sets the up values */
118     setUpXYZ:function (upX, upY, upZ) {
119         this._upX = upX;
120         this._upY = upY;
121         this._upZ = upZ;
122 
123         this._dirty = true;
124     },
125 
126     /** get the eye vector values in points */
127     getEyeXYZ:function (eyeX, eyeY, eyeZ) {
128         eyeX = this._eyeX / cc.CONTENT_SCALE_FACTOR;
129         eyeY = this._eyeY / cc.CONTENT_SCALE_FACTOR;
130         eyeZ = this._eyeZ / cc.CONTENT_SCALE_FACTOR;
131     },
132     /** get the center vector values int points */
133     getCenterXYZ:function (centerX, centerY, centerZ) {
134         centerX = this._centerX / cc.CONTENT_SCALE_FACTOR;
135         centerY = this._centerY / cc.CONTENT_SCALE_FACTOR;
136         centerZ = this._centerZ / cc.CONTENT_SCALE_FACTOR;
137     },
138     /** get the up vector values */
139     getUpXYZ:function (upX, upY, upZ) {
140         upX = this._upX;
141         upY = this._upY;
142         upZ = this._upZ;
143     },
144 
145     /*private:*/
146     _DISALLOW_COPY_AND_ASSIGN:function (CCCamera) {
147 
148     }
149 });
150 /** returns the Z eye */
151 cc.Camera.getZEye = function () {
152     return cc.FLT_EPSILON;
153 };
154 
155 //cc.CONTENT_SCALE_FACTOR = cc.Director.getInstance().getContentScaleFactor();
156