Files
escape-the-dawn/Escape-the-Dawn/Camera.h
T
2014-03-14 00:05:38 +01:00

70 lines
1.5 KiB
C++

#ifndef Camera_h__
#define Camera_h__
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
class Camera
{
public:
Camera(float yFOV, float aspectRatio, float nearClip, float farClip);
glm::vec3 Forward();
glm::vec3 Right();
glm::quat Orientation();
float AspectRatio() const { return m_AspectRatio; }
void AspectRatio(float val);
glm::vec3 Position() const { return m_Position; }
void Position(glm::vec3 val);
glm::quat Orientation() const { return m_Orientation; }
void Orientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
float FOV() const { return m_FOV; }
void FOV(float val);
float NearClip() const { return m_NearClip; }
void NearClip(float val);
float FarClip() const { return m_FarClip; }
void FarClip(float val);
private:
void UpdateProjectionMatrix();
void UpdateViewMatrix();
float m_FOV;
float m_AspectRatio;
float m_NearClip;
float m_FarClip;
glm::vec3 m_Position;
glm::quat m_Orientation;
//float m_Pitch;
//float m_Yaw;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
};
#endif // Camera_h__