CameraBinds.cpp 2.9 KB

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  1. #include "Camera.h"
  2. namespace crown
  3. {
  4. extern "C"
  5. {
  6. Camera* camera(const Vec3& position, float fov, float aspect);
  7. const Vec3& camera_position(Camera* self);
  8. void camera_set_position(Camera* self, const Vec3& position);
  9. const Vec3& camera_look_at(Camera* self);
  10. void camera_set_look_at(Camera* self, const Vec3& lookat);
  11. void camera_set_rotation(Camera* self, const float x, const float y);
  12. const Vec3& camera_up(Camera* self);
  13. float camera_fov(Camera* self);
  14. void camera_set_fov(Camera* self, float fov);
  15. float camera_aspect(Camera* self);
  16. void camera_set_aspect(Camera* self, float aspect);
  17. float camera_near_clip_distance(Camera* self);
  18. void camera_set_near_clip_distance(Camera* self, float near);
  19. float camera_far_clip_distance(Camera* self);
  20. void camera_set_far_clip_distance(Camera* self, float far);
  21. const Mat4& camera_projection_matrix(Camera* self);
  22. const Mat4& camera_view_matrix(Camera* self);
  23. void camera_move_forward(Camera* self, float meters);
  24. void camera_move_backward(Camera* self, float meters);
  25. void camera_strafe_left(Camera* self, float meters);
  26. void camera_strafe_right(Camera* self, float meters);
  27. }
  28. Camera* camera(const Vec3& position, float fov, float aspect)
  29. {
  30. return new Camera(position, fov, aspect);
  31. }
  32. const Vec3& camera_position(Camera* self)
  33. {
  34. return self->position();
  35. }
  36. void camera_set_position(Camera* self, const Vec3& position)
  37. {
  38. self->set_position(position);
  39. }
  40. const Vec3& camera_look_at(Camera* self)
  41. {
  42. return self->look_at();
  43. }
  44. void camera_set_look_at(Camera* self, const Vec3& lookat)
  45. {
  46. self->set_look_at(lookat);
  47. }
  48. void camera_set_rotation(Camera* self, const float x, const float y)
  49. {
  50. self->set_rotation(x, y);
  51. }
  52. const Vec3& camera_up(Camera* self)
  53. {
  54. return self->up();
  55. }
  56. float camera_fov(Camera* self)
  57. {
  58. return self->fov();
  59. }
  60. void camera_set_fov(Camera* self, float fov)
  61. {
  62. self->set_fov(fov);
  63. }
  64. float camera_aspect(Camera* self)
  65. {
  66. return self->aspect();
  67. }
  68. void camera_set_aspect(Camera* self, float aspect)
  69. {
  70. self->set_aspect(aspect);
  71. }
  72. float camera_near_clip_distance(Camera* self)
  73. {
  74. return self->near_clip_distance();
  75. }
  76. void camera_set_near_clip_distance(Camera* self, float near)
  77. {
  78. self->set_near_clip_distance(near);
  79. }
  80. float camera_far_clip_distance(Camera* self)
  81. {
  82. return self->far_clip_distance();
  83. }
  84. void camera_set_far_clip_distance(Camera* self, float far)
  85. {
  86. self->set_far_clip_distance(far);
  87. }
  88. const Mat4& camera_projection_matrix(Camera* self)
  89. {
  90. return self->projection_matrix();
  91. }
  92. const Mat4& camera_view_matrix(Camera* self)
  93. {
  94. return self->view_matrix();
  95. }
  96. void camera_move_forward(Camera* self, float meters)
  97. {
  98. self->move_forward(meters);
  99. }
  100. void camera_move_backward(Camera* self, float meters)
  101. {
  102. self->move_backward(meters);
  103. }
  104. void camera_strafe_left(Camera* self, float meters)
  105. {
  106. self->strafe_left(meters);
  107. }
  108. void camera_strafe_right(Camera* self, float meters)
  109. {
  110. self->strafe_right(meters);
  111. }
  112. } // namespace crown