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- /*
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #pragma once
- #include "Types.h"
- #include "Frustum.h"
- #include "Mat4.h"
- #include "Vec3.h"
- namespace crown
- {
- class Camera
- {
- public:
- //! Constructor
- Camera(const Vec3& position, const Angles& axis, bool visible, float fov, float aspect, bool active);
- //! Destructor
- virtual ~Camera();
- //! Sets the camera's position
- void SetPosition(const Vec3& position);
- //! Returns the camera's lookat-point
- const Vec3& GetLookAt() const;
- //! Sets the camera's lookat-point
- void SetLookAt(const Vec3& lookat);
- //! Returns the camera's up vector
- const Vec3& GetUpVector() const;
- //! Returns whether the camera is active
- bool IsActive() const;
- //! Sets whether the camera is active
- void SetActive(bool active);
- //! Returns the camera's Field Of View
- float GetFOV() const;
- //! Sets the camera's Field Of View
- void SetFOV(float fov);
- //! Returns whether the camera automatically adjusts aspect ratio based on the Viewport
- bool GetAutoAspect() const;
- //! Sets whether the camera automatically adjusts aspect ratio based on the Viewport
- void SetAutoAspect(bool autoAspect);
- //! Returns the camera's aspect ratio
- float GetAspect() const;
- //! Sets the camera's aspect ratio
- void SetAspect(float aspect);
- //! Returns the camera's near clipping distance
- float GetNearClipDistance() const;
- //! Sets the camera's near clipping distance
- void SetNearClipDistance(float near);
- //! Returns the camera's far clipping distance
- float GetFarClipDistance() const;
- //! Sets the camera's far clipping distance
- void SetFarClipDistance(float far);
- //! Returns the camera's view frustum
- const Frustum& GetFrustum() const;
- //! Returns the projection matrix
- const Mat4& GetProjectionMatrix() const;
- //! Returns the view matrix
- const Mat4& GetViewMatrix() const;
- //! Loads the view and projection matrix
- virtual void Render();
- const Vec3& GetPosition() const { return mPosition; }
- protected:
- void UpdateProjectionMatrix();
- void UpdateViewMatrix();
- void UpdateFrustum();
- Vec3 mPosition;
- Vec3 mLookAt;
- Vec3 mUp;
- Mat4 mView;
- Mat4 mProjection;
- Frustum mFrustum;
- float mFOV;
- float mAspect;
- float mNear;
- float mFar;
- bool mActive : 1;
- bool mAutoAspect : 1;
- };
- } // namespace crown
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