1 #ifndef MSP_GL_CAMERA_H_
2 #define MSP_GL_CAMERA_H_
13 Geometry::Angle<float> fov;
15 // Some compilers have "near" and "far" keywords
29 void set_field_of_view(const Geometry::Angle<float> &);
30 void set_aspect(float);
31 void set_depth_clip(float, float);
32 void set_frustum_axis(float, float);
33 const Geometry::Angle<float> &get_field_of_view() const { return fov; }
34 float get_aspect() const { return aspect; }
35 float get_near_clip() const { return clip_near; }
36 float get_far_clip() const { return clip_far; }
38 void set_position(const Vector3 &);
39 void set_look_direction(const Vector3 &);
40 void look_at(const Vector3 &);
41 void set_up_direction(const Vector3 &);
42 const Vector3 &get_position() const { return position; }
43 const Vector3 &get_look_direction() const { return look_dir; }
44 const Vector3 &get_up_direction() const { return up_dir; }
46 /** Deprecated alias for get_view_matrix. */
47 const Matrix &get_matrix() const { return get_view_matrix(); }
49 /** Returns the view matrix, used to transform coordinates from world space
51 const Matrix &get_view_matrix() const { return view_matrix; }
53 /** Returns the object matrix, used to transform coordinates from eye space
55 const Matrix &get_object_matrix() const { return object_matrix; }
57 Vector3 project(const Vector4 &) const;
58 Vector3 project(const Vector3 &) const;
59 Vector4 unproject(const Vector4 &) const;
64 void update_object_matrix();