--- /dev/null
+#ifndef MSP_GL_CAMERA_H_
+#define MSP_GL_CAMERA_H_
+
+#include <msp/datafile/objectloader.h>
+#include "placeable.h"
+
+namespace Msp {
+namespace GL {
+
+class Camera: public Placeable
+{
+public:
+ class Loader: public DataFile::ObjectLoader<Camera>
+ {
+ 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<float> 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<float> rotate;
+ Vector3 position;
+ Vector3 look_dir;
+ Vector3 up_dir;
+ Matrix view_matrix;
+ Matrix proj_matrix;
+
+public:
+ Camera();
+
+ void set_field_of_view(const Geometry::Angle<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<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_ratio() 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 &);
+ void look_at(const Vector3 &);
+ void set_up_direction(const Vector3 &);
+ 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; }
+
+ 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. */
+ 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 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;
+
+private:
+ void update_projection_matrix();
+ void update_object_matrix();
+};
+
+} // namespace GL
+} // namespcae Msp
+
+#endif