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squidout/include/Rendering/Camera.h
T

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2.2 KiB
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/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef Camera_h__
#define Camera_h__
namespace dd
{
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);
/*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; }
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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);
float m_AspectRatio;
float m_FOV;
float m_NearClip;
float m_FarClip;
private:
void UpdateViewMatrix();
void UpdateProjectionMatrix();
glm::vec3 m_Position;
glm::quat m_Orientation;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
};
}
#endif // Camera_h__