X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcamera.h;h=a58023017745e37b65179b283c9e1ff3f928f2c2;hp=bfcc2987d860b8e258e3f4fa6bcaad3906853295;hb=72a13418cc19e750abf3f8d8a52aea5e1abe4983;hpb=ea3487f52f8621f07deb47fa1af22a85b8b23519 diff --git a/source/camera.h b/source/camera.h index bfcc2987..a5802301 100644 --- a/source/camera.h +++ b/source/camera.h @@ -1,40 +1,68 @@ #ifndef MSP_GL_CAMERA_H_ #define MSP_GL_CAMERA_H_ -#include "matrix.h" -#include "vector.h" +#include +#include "placeable.h" namespace Msp { namespace GL { -class Camera +class Camera: public Placeable { +public: + class Loader: public DataFile::ObjectLoader + { + public: + Loader(Camera &); + + private: + void aspect_ratio(float); + void depth_clip(float, float); + void field_of_view(float); + void look_at(float, float, float); + void look_direction(float, float, float); + void orthographic(float, float); + void position(float, float, float); + void up_direction(float, float, float); + }; + private: 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 view_matrix; - Matrix object_matrix; Matrix proj_matrix; public: Camera(); void set_field_of_view(const Geometry::Angle &); - void set_aspect(float); + void set_orthographic(float, float); + void set_aspect_ratio(float); void set_depth_clip(float, float); void set_frustum_axis(float, float); + void set_frustum_rotation(const Geometry::Angle &); const Geometry::Angle &get_field_of_view() const { return fov; } - float get_aspect() const { return aspect; } + 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_ratio() 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; } + + // Deprecated, use set/get_aspect_ratio instead + void set_aspect(float a) { set_aspect_ratio(a); } + float get_aspect() const { return get_aspect_ratio(); } void set_position(const Vector3 &); void set_look_direction(const Vector3 &); @@ -44,8 +72,10 @@ public: 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. */ @@ -53,7 +83,7 @@ public: /** 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; } @@ -61,6 +91,7 @@ public: Vector3 project(const Vector4 &) const; Vector3 project(const Vector3 &) const; Vector4 unproject(const Vector4 &) const; + Vector3 unproject(const Vector3 &) const; void apply() const;