Files
axyz/include/Engine/Rendering/Camera.h
T
2016-02-05 16:43:57 +01:00

69 lines
1.5 KiB
C++

#ifndef Camera_h__
#define Camera_h__
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
class Camera
{
public:
/** Camera constructor.
@param aspectRatio Aspect ratio.
@param yFOV Vertical FOV.
@param nearClip Near clipping plane in meters.
@param farClip Far clipping plane in meters.
*/
Camera(float aspectRatio, float yFOV, float nearClip, float farClip);
/** Forward vector of the camera */
glm::vec3 Forward();
/** Right vector of the camera */
glm::vec3 Right();
glm::vec3 Position() const { return m_Position; }
void SetPosition(glm::vec3 val);
glm::quat Orientation() const { return m_Orientation; }
void SetOrientation(glm::quat val);
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void SetProjectionMatrix(glm::mat4 val);
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void SetViewMatrix(glm::mat4 val);
glm::mat4 BillboardMatrix();
float AspectRatio() const { return m_AspectRatio; }
void SetAspectRatio(float val);
float FOV() const { return m_FOV; }
void SetFOV(float val);
float NearClip() const { return m_NearClip; }
void SetNearClip(float val);
float FarClip() const { return m_FarClip; }
void SetFarClip(float val);
void UpdateViewMatrix();
void UpdateProjectionMatrix();
glm::vec2 WorldToScreen(glm::vec3 worldCoord, Rectangle resolution);
private:
glm::vec3 m_Position;
glm::quat m_Orientation;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
float m_AspectRatio;
float m_FOV;
float m_NearClip;
float m_FarClip;
};
#endif