class Camera
{
private:
- float fov;
+ Geometry::Angle<float> fov;
+ float height;
float aspect;
// Some compilers have "near" and "far" keywords
float clip_near;
float clip_far;
+ float frustum_x;
+ float frustum_y;
+ Geometry::Angle<float> rotate;
Vector3 position;
Vector3 look_dir;
Vector3 up_dir;
- Matrix matrix;
+ Matrix view_matrix;
+ Matrix object_matrix;
+ Matrix proj_matrix;
public:
Camera();
- void set_field_of_view(float);
+ void set_field_of_view(const Geometry::Angle<float> &);
+ void set_orthographic(float, float);
void set_aspect(float);
void set_depth_clip(float, float);
- float get_field_of_view() const { return fov; }
+ void set_frustum_axis(float, float);
+ void set_frustum_rotation(const Geometry::Angle<float> &);
+ const Geometry::Angle<float> &get_field_of_view() const { return fov; }
float get_aspect() const { return aspect; }
float get_near_clip() const { return clip_near; }
float get_far_clip() const { return clip_far; }
+ const Geometry::Angle<float> &get_frustum_rotation() const { return rotate; }
void set_position(const Vector3 &);
void set_look_direction(const Vector3 &);
const Vector3 &get_position() const { return position; }
const Vector3 &get_look_direction() const { return look_dir; }
const Vector3 &get_up_direction() const { return up_dir; }
- const Matrix &get_matrix() const { return matrix; }
+
+ /** Deprecated alias for get_view_matrix. */
+ const Matrix &get_matrix() const { return get_view_matrix(); }
+
+ /** Returns the view matrix, used to transform coordinates from world space
+ to eye space. */
+ const Matrix &get_view_matrix() const { return view_matrix; }
+
+ /** Returns the object matrix, used to transform coordinates from eye space
+ to world space. */
+ const Matrix &get_object_matrix() const { return object_matrix; }
+
+ /** Returns the projection matrix. */
+ const Matrix &get_projection_matrix() const { return proj_matrix; }
Vector3 project(const Vector4 &) const;
Vector3 project(const Vector3 &) const;
Vector4 unproject(const Vector4 &) const;
+ Vector3 unproject(const Vector3 &) const;
void apply() const;
private:
- void compute_matrix();
+ void update_projection_matrix();
+ void update_object_matrix();
};
} // namespace GL