#ifndef MSP_GL_CAMERA_H_
#define MSP_GL_CAMERA_H_
+#include <msp/datafile/objectloader.h>
#include "placeable.h"
namespace Msp {
class Camera: public Placeable
{
+public:
+ class Loader: public DataFile::ObjectLoader<Camera>
+ {
+ public:
+ Loader(Camera &);
+
+ private:
+ void aspect_ratio(float);
+ void depth_clip(float, float);
+ void field_of_view(float);
+ void look_at(float, float, float);
+ void look_direction(float, float, float);
+ void orthographic(float, float);
+ void position(float, float, float);
+ void up_direction(float, float, float);
+ };
+
private:
Geometry::Angle<float> fov;
float height;
void set_field_of_view(const Geometry::Angle<float> &);
void set_orthographic(float, float);
- void set_aspect(float);
+ void set_aspect_ratio(float);
void set_depth_clip(float, float);
void set_frustum_axis(float, float);
void set_frustum_rotation(const Geometry::Angle<float> &);
bool is_orthographic() const { return fov==Geometry::Angle<float>::zero(); }
float get_orthographic_width() const { return height*aspect; }
float get_orthographic_height() const { return height; }
- float get_aspect() const { return aspect; }
+ float get_aspect_ratio() 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; }
+ // Deprecated, use set/get_aspect_ratio instead
+ void set_aspect(float a) { set_aspect_ratio(a); }
+ float get_aspect() const { return get_aspect_ratio(); }
+
void set_position(const Vector3 &);
void set_look_direction(const Vector3 &);
void look_at(const Vector3 &);