-#ifndef MSP_GL_CAMERA_H_
-#define MSP_GL_CAMERA_H_
-
-#include "matrix.h"
-#include "vector.h"
-
-namespace Msp {
-namespace GL {
-
-class Camera
-{
-private:
- Geometry::Angle<float> fov;
- float aspect;
- // Some compilers have "near" and "far" keywords
- float clip_near;
- float clip_far;
- float frustum_x;
- float frustum_y;
- Vector3 position;
- Vector3 look_dir;
- Vector3 up_dir;
- Matrix view_matrix;
- Matrix object_matrix;
-
-public:
- Camera();
-
- void set_field_of_view(const Geometry::Angle<float> &);
- void set_aspect(float);
- void set_depth_clip(float, float);
- void set_frustum_axis(float, 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; }
-
- void set_position(const Vector3 &);
- void set_look_direction(const Vector3 &);
- void look_at(const Vector3 &);
- void set_up_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; }
-
- /** 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; }
-
- Vector3 project(const Vector4 &) const;
- Vector3 project(const Vector3 &) const;
- Vector4 unproject(const Vector4 &) const;
-
- void apply() const;
-
-private:
- void update_object_matrix();
-};
-
-} // namespace GL
-} // namespcae Msp
-
-#endif