/*
* Copyright (c) 2005 Nokia Corporation and/or its subsidiary(-ies).
* All rights reserved.
* This component and the accompanying materials are made available
* under the terms of "Eclipse Public License v1.0"
* which accompanies this distribution, and is available
* at the URL "http://www.eclipse.org/legal/epl-v10.html".
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description: Manipulates the virtual orientation of an object.
*
*/
#ifndef CAMMSORIENTATIONCONTROL_H
#define CAMMSORIENTATIONCONTROL_H
// INCLUDES
#include <OrientationBase.h>
#include "cammscontrol.h"
// CONSTANS
_LIT(KAMMSOrientationControl, "OrientationControl");
// CLASS DECLARATION
/**
*
* Controls for the Orientation Control effect.
* This class delegates Orientation Control effect method calls to
* CListenerOrientation.
*
*
* @since 3.0
*/
NONSHARABLE_CLASS(CAMMSOrientationControl): public CAMMSControl
{
public: // Constructors and destructor
/**
* Destructor.
*/
~CAMMSOrientationControl();
public: // New functions
/**
* Turns the object to the new orientation.
*
* The new orientation is given using rotation angles. A zero vector
* corresponds to the orientation pointing directly towards the negative
* Z-axis. Orientation is applied in the following order: heading,
* pitch, and roll. Therefore, notice that heading turns the X-axis and
* therefore affects the pitch, and similarly heading and pitch turn the
* Z-axis and therefore affect the roll.
*
* @param aHeading The rotation around the Y-axis in degrees.
* @param aPitch The rotation around the X-axis in degrees.
* @param aRoll The rotation around the Z-axis in degrees.
*/
virtual void SetOrientationL(TInt aHeading, TInt aPitch, TInt aRoll);
/**
* Turns the object to the new orientation.
*
* The orientation is specified using two vectors, one specifying the
* direction of the front vector of the object in world coordinates, and
* another specifying the "above" vector of the object. The right and up
* vectors of the object are calculated by first normalizing both source
* vectors, then calculating the right vector as the cross product of the
* "above" vector and the front vector, and the up vector as a cross
* product of the front and right vectors.
*
* Because both vectors are normalized, they may be of any length.
*
* @param aFrontX X value of Front vector
* @param aFrontY Y value of Front vector
* @param aFrontZ Z value of Front vector
* @param aAboveX X value of Above vector
* @param aAboveY Y value of Above vector
* @param aAboveZ Z value of Above vector
*
* @par Leaving:
* @li \c KErrArgument - In case any of the parameters is a zero vector
* or they are parallel to each other.
* In that case, the orientation of the object remains unchanged.
*/
virtual void SetOrientationL(TInt aFrontX,
TInt aFrontY,
TInt aFrontZ,
TInt aAboveX,
TInt aAboveY,
TInt aAboveZ);
/**
* Gets the orientation of the object using two vectors.
*
* Sets the location using cartesian right-handed coordinates that are
* relative to the origin. The measures are defined in units specified
* by GlobalManager.getUnitsPerMeter().
* Referenced memory of the arguments will contain the coordinate values.
*
* @param aFrontX X value of Front vector
* @param aFrontY Y value of Front vector
* @param aFrontZ Z value of Front vector
* @param aAboveX X value of Above vector
* @param aAboveY Y value of Above vector
* @param aAboveZ Z value of Above vector
*/
virtual void OrientationVectors(TInt& aFrontX,
TInt& aFrontY,
TInt& aFrontZ,
TInt& aAboveX,
TInt& aAboveY,
TInt& aAboveZ);
protected:
/**
* C++ default constructor, protected to allow access from derived class
* @param aPlayer Player that has this control.
*/
CAMMSOrientationControl(CMMAPlayer* aPlayer);
protected: // Data
/* Native orientation effect, set from derived classes */
COrientation* iOrientationEffect;
};
#endif // CAMMSORIENTATIONCONTROL_H