X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.h;h=59cbaae3760599148a4a9de610ae3b6e514d3003;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=6e83a9c3e761384f3342abb818cad714b1049004;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;p=libs%2Fgl.git diff --git a/source/camera.h b/source/camera.h index 6e83a9c3..59cbaae3 100644 --- a/source/camera.h +++ b/source/camera.h @@ -10,26 +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 &); @@ -38,15 +51,31 @@ public: 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; 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