1 #ifndef MSP_GL_CAMERA_H_
2 #define MSP_GL_CAMERA_H_
13 Geometry::Angle<float> fov;
16 // Some compilers have "near" and "far" keywords
21 Geometry::Angle<float> rotate;
32 void set_field_of_view(const Geometry::Angle<float> &);
33 void set_orthographic(float, float);
34 void set_aspect(float);
35 void set_depth_clip(float, float);
36 void set_frustum_axis(float, float);
37 void set_frustum_rotation(const Geometry::Angle<float> &);
38 const Geometry::Angle<float> &get_field_of_view() const { return fov; }
39 float get_aspect() const { return aspect; }
40 float get_near_clip() const { return clip_near; }
41 float get_far_clip() const { return clip_far; }
42 const Geometry::Angle<float> &get_frustum_rotation() const { return rotate; }
44 void set_position(const Vector3 &);
45 void set_look_direction(const Vector3 &);
46 void look_at(const Vector3 &);
47 void set_up_direction(const Vector3 &);
48 const Vector3 &get_position() const { return position; }
49 const Vector3 &get_look_direction() const { return look_dir; }
50 const Vector3 &get_up_direction() const { return up_dir; }
52 /** Deprecated alias for get_view_matrix. */
53 const Matrix &get_matrix() const { return get_view_matrix(); }
55 /** Returns the view matrix, used to transform coordinates from world space
57 const Matrix &get_view_matrix() const { return view_matrix; }
59 /** Returns the object matrix, used to transform coordinates from eye space
61 const Matrix &get_object_matrix() const { return object_matrix; }
63 /** Returns the projection matrix. */
64 const Matrix &get_projection_matrix() const { return proj_matrix; }
66 Vector3 project(const Vector4 &) const;
67 Vector3 project(const Vector3 &) const;
68 Vector4 unproject(const Vector4 &) const;
73 void update_projection_matrix();
74 void update_object_matrix();