Vector3 position;
Vector3 look_dir;
Vector3 up_dir;
- Matrix matrix;
+ Matrix view_matrix;
+ Matrix object_matrix;
+ Matrix proj_matrix;
public:
Camera();
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;
void apply() const;
private:
- void compute_matrix();
+ void update_projection_matrix();
+ void update_object_matrix();
};
} // namespace GL