168 lines
6.1 KiB
C

#ifndef _XPLMCamera_h_
#define _XPLMCamera_h_
/*
* Copyright 2005-2012 Sandy Barbour and Ben Supnik All rights reserved. See
* license.txt for usage. X-Plane SDK Version: 2.1.1
*
*/
/***************************************************************************
* XPLMCamera
***************************************************************************/
/*
* The XPLMCamera APIs allow plug-ins to control the camera angle in X-Plane.
* This has a number of applications, including but not limited to:
*
* - Creating new views (including dynamic/user-controllable views) for the
* user.
* - Creating applications that use X-Plane as a renderer of scenery,
* aircrafts, or both.
*
* The camera is controlled via six parameters: a location in OpenGL
* coordinates and pitch, roll and yaw, similar to an airplane's position.
* OpenGL coordinate info is described in detail in the XPLMGraphics
* documentation; generally you should use the XPLMGraphics routines to
* convert from world to local coordinates. The camera's orientation starts
* facing level with the ground directly up the negative-Z axis (approximately
* north) with the horizon horizontal. It is then rotated clockwise for yaw,
* pitched up for positive pitch, and rolled clockwise around the vector it is
* looking along for roll.
*
* You control the camera either either until the user selects a new view or
* permanently (the later being similar to how UDP camera control works). You
* control the camera by registering a callback per frame from which you
* calculate the new camera positions. This guarantees smooth camera motion.
*
* Use the XPLMDataAccess APIs to get information like the position of the
* aircraft, etc. for complex camera positioning.
*
* Note: if your goal is to move the virtual pilot in the cockpit, this API is
* not needed; simply update the datarefs for the pilot's head position.
*
* For custom exterior cameras, set the camera's mode to an external view
* first to get correct sound and 2-d panel behavior.
*
*/
#include "XPLMDefs.h"
#ifdef __cplusplus
extern "C" {
#endif
/***************************************************************************
* CAMERA CONTROL
***************************************************************************/
/*
* XPLMCameraControlDuration
*
* This enumeration states how long you want to retain control of the camera.
* You can retain it indefinitely or until the user selects a new view.
*
*/
enum {
/* Control the camera until the user picks a new view. */
xplm_ControlCameraUntilViewChanges = 1,
/* Control the camera until your plugin is disabled or another plugin forcably*
* takes control. */
xplm_ControlCameraForever = 2,
};
typedef int XPLMCameraControlDuration;
/*
* XPLMCameraPosition_t
*
* This structure contains a full specification of the camera. X, Y, and Z are
* the camera's position in OpenGL coordiantes; pitch, roll, and yaw are
* rotations from a camera facing flat north in degrees. Positive pitch means
* nose up, positive roll means roll right, and positive yaw means yaw right,
* all in degrees. Zoom is a zoom factor, with 1.0 meaning normal zoom and 2.0
* magnifying by 2x (objects appear larger).
*
*/
typedef struct {
float x;
float y;
float z;
float pitch;
float heading;
float roll;
float zoom;
} XPLMCameraPosition_t;
/*
* XPLMCameraControl_f
*
* You use an XPLMCameraControl function to provide continuous control over
* the camera. You are passed in a structure in which to put the new camera
* position; modify it and return 1 to reposition the camera. Return 0 to
* surrender control of the camera; camera control will be handled by X-Plane
* on this draw loop. The contents of the structure as you are called are
* undefined.
*
* If X-Plane is taking camera control away from you, this function will be
* called with inIsLosingControl set to 1 and ioCameraPosition NULL.
*
*/
typedef int (* XPLMCameraControl_f)(
XPLMCameraPosition_t * outCameraPosition, /* Can be NULL */
int inIsLosingControl,
void * inRefcon);
/*
* XPLMControlCamera
*
* This function repositions the camera on the next drawing cycle. You must
* pass a non-null control function. Specify in inHowLong how long you'd like
* control (indefinitely or until a new view mode is set by the user).
*
*/
XPLM_API void XPLMControlCamera(
XPLMCameraControlDuration inHowLong,
XPLMCameraControl_f inControlFunc,
void * inRefcon);
/*
* XPLMDontControlCamera
*
* This function stops you from controlling the camera. If you have a camera
* control function, it will not be called with an inIsLosingControl flag.
* X-Plane will control the camera on the next cycle.
*
* For maximum compatibility you should not use this routine unless you are in
* posession of the camera.
*
*/
XPLM_API void XPLMDontControlCamera(void);
/*
* XPLMIsCameraBeingControlled
*
* This routine returns 1 if the camera is being controlled, zero if it is
* not. If it is and you pass in a pointer to a camera control duration, the
* current control duration will be returned.
*
*/
XPLM_API int XPLMIsCameraBeingControlled(
XPLMCameraControlDuration * outCameraControlDuration); /* Can be NULL */
/*
* XPLMReadCameraPosition
*
* This function reads the current camera position.
*
*/
XPLM_API void XPLMReadCameraPosition(
XPLMCameraPosition_t * outCameraPosition);
#ifdef __cplusplus
}
#endif
#endif