#ifndef MSP_GL_CAMERA_H_
#define MSP_GL_CAMERA_H_
-#include "matrix.h"
-#include "vector.h"
+#include "placeable.h"
namespace Msp {
namespace GL {
-class Camera
+class Camera: public Placeable
{
private:
Geometry::Angle<float> fov;
float clip_far;
float frustum_x;
float frustum_y;
+ Geometry::Angle<float> rotate;
Vector3 position;
Vector3 look_dir;
Vector3 up_dir;
Matrix view_matrix;
- Matrix object_matrix;
Matrix proj_matrix;
public:
void set_aspect(float);
void set_depth_clip(float, float);
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; }
+ 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_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_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(); }
+ virtual void set_matrix(const Matrix &m) { set_object_matrix(m); }
+
+ /** Sets the position and orientation of the camera from an object matrix. */
+ void set_object_matrix(const Matrix &);
/** Returns the view matrix, used to transform coordinates from world space
to eye space. */
/** Returns the object matrix, used to transform coordinates from eye space
to world space. */
- const Matrix &get_object_matrix() const { return object_matrix; }
+ const Matrix &get_object_matrix() const { return 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;