X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.h;h=412d69ff56bb83cd222e26805ffe784dca66563e;hb=0ab875bdc9fbf84ecfce883b188410bb45882447;hp=cea9c35ef9d02ae2e91769eb6bba3d8e1159c8a6;hpb=955e7cada42e099016879332e71863e46075d72b;p=libs%2Fgl.git diff --git a/source/camera.h b/source/camera.h index cea9c35e..412d69ff 100644 --- a/source/camera.h +++ b/source/camera.h @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_CAMERA_H_ #define MSP_GL_CAMERA_H_ @@ -17,26 +10,39 @@ namespace GL { class Camera { private: - float fov; + Geometry::Angle 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 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 &); + 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 &); + const Geometry::Angle &get_field_of_view() const { return fov; } + bool is_orthographic() const { return fov==Geometry::Angle::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 &get_frustum_rotation() const { return rotate; } void set_position(const Vector3 &); void set_look_direction(const Vector3 &); @@ -46,13 +52,27 @@ public: const Vector3 &get_look_direction() const { return look_dir; } const Vector3 &get_up_direction() const { return up_dir; } + /** 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