Finished camera update
This commit is contained in:
parent
25021db694
commit
13e924538c
4 changed files with 346 additions and 23 deletions
194
include/camera.hpp
Normal file
194
include/camera.hpp
Normal file
|
@ -0,0 +1,194 @@
|
|||
/*****************************************************************//**
|
||||
* \file camera.hpp
|
||||
* \brief A camera object
|
||||
*
|
||||
* \author Lauchmelder
|
||||
* \date January 2021
|
||||
*********************************************************************/
|
||||
#ifndef CAMERA_HPP
|
||||
#define CAMERA_HPP
|
||||
|
||||
#include <core.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace oglu
|
||||
{
|
||||
class Transformable;
|
||||
|
||||
/**
|
||||
* @brief A class that simulates a camera in 3D space.
|
||||
*/
|
||||
class OGLU_API Camera
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* @brief Create a default camera.
|
||||
*
|
||||
* Default settings:
|
||||
* Position: (0, 0, 0)
|
||||
* Looking at: Negative Z
|
||||
* FOV: 45.0f
|
||||
* AspectRatio: 1.0f
|
||||
* zNear: 0.1f
|
||||
* zFar: 100.0f
|
||||
*/
|
||||
Camera();
|
||||
|
||||
/**
|
||||
* @brief Create a new camera.
|
||||
*
|
||||
* @param[in] fov FOV of the camera (in degrees)
|
||||
* @param[in] aspectRatio of the camera
|
||||
* @param[in] zNear Near clipping plane
|
||||
* @param[in] zFar Far clipping plane
|
||||
*/
|
||||
Camera(float fov, float aspectRatio, float zNear, float zFar);
|
||||
|
||||
/**
|
||||
* Copy another camera.
|
||||
*
|
||||
* @param[in] other Camera to copy from
|
||||
*/
|
||||
Camera(const Camera& other);
|
||||
|
||||
/**
|
||||
* @brief Set the cameras position.
|
||||
*
|
||||
* @param[in] x New x position
|
||||
* @param[in] y New y position
|
||||
* @param[in] z New z position
|
||||
*/
|
||||
void SetPosition(float x, float y, float z);
|
||||
|
||||
/**
|
||||
* @brief Set the cameras position.
|
||||
*
|
||||
* @param[in] position The new position
|
||||
*/
|
||||
void SetPosition(const float* position);
|
||||
|
||||
/**
|
||||
* @brief Set the cameras position.
|
||||
*
|
||||
* @param[in] position The new position
|
||||
*/
|
||||
void SetPosition(const glm::vec3& position);
|
||||
|
||||
/**
|
||||
* @brief Offset the cameras position
|
||||
*
|
||||
* @param[in] x x offset
|
||||
* @param[in] y y offset
|
||||
* @param[in] z z offset
|
||||
*/
|
||||
void Move(float x, float y, float z);
|
||||
|
||||
/**
|
||||
* @brief Offset the cameras position
|
||||
*
|
||||
* @param[in] offset Offset
|
||||
*/
|
||||
void Move(const float* offset);
|
||||
|
||||
/**
|
||||
* @brief Offset the cameras position
|
||||
*
|
||||
* @param[in] offset Offset
|
||||
*/
|
||||
void Move(const glm::vec3& offset);
|
||||
|
||||
/**
|
||||
* @brief Have the camera face a target.
|
||||
*
|
||||
* Right now the camera cannot roll. @p worldUp is always positive Y
|
||||
*
|
||||
* @param[in] x x position of the target
|
||||
* @param[in] y y position of the target
|
||||
* @param[in] z z position of the target
|
||||
*/
|
||||
void LookAt(float x, float y, float z);
|
||||
|
||||
/**
|
||||
* @brief Have the camera face a target.
|
||||
*
|
||||
* Right now the camera cannot roll. @p worldUp is always positive Y
|
||||
*
|
||||
* @param[in] target Coordinates of the target
|
||||
*/
|
||||
void LookAt(const float* target);
|
||||
|
||||
/**
|
||||
* @brief Have the camera face a target.
|
||||
*
|
||||
* Right now the camera cannot roll. @p worldUp is always positive Y
|
||||
*
|
||||
* @param[in] target Coordinates of the target
|
||||
*/
|
||||
void LookAt(const glm::vec3& target);
|
||||
|
||||
/**
|
||||
* @brief Have the camera face a target.
|
||||
*
|
||||
* Right now the camera cannot roll. @p worldUp is always positive Y
|
||||
*
|
||||
* @param[in] target A target Transformable
|
||||
*/
|
||||
void LookAt(const Transformable& target);
|
||||
|
||||
/**
|
||||
* @brief Pan the camera.
|
||||
*
|
||||
* Panning is a rotation around the cameras local up axis.
|
||||
*
|
||||
* @param[in] angle Angle to rotate by
|
||||
*/
|
||||
void Pan(float angle);
|
||||
|
||||
/**
|
||||
* @brief Tilt the camera.
|
||||
*
|
||||
* Panning is a rotation around the cameras local right axis.
|
||||
*
|
||||
* @param[in] angle Angle to rotate by
|
||||
*/
|
||||
void Tilt(float angle);
|
||||
|
||||
/**
|
||||
* @brief Roll the camera (doesn't work).
|
||||
*
|
||||
* Panning is a rotation around the cameras local front axis.
|
||||
*
|
||||
* @param[in] angle Angle to rotate by
|
||||
*/
|
||||
void Roll(float angle);
|
||||
|
||||
/**
|
||||
* @brief Get the view matrix.
|
||||
*
|
||||
* @returns A 4x4 view matrix
|
||||
*/
|
||||
const glm::mat4& GetMatrix();
|
||||
|
||||
/**
|
||||
* @brief Get the projection matrix.
|
||||
*
|
||||
* @returns A 4x4 projection matrix
|
||||
*/
|
||||
const glm::mat4& GetProjection();
|
||||
|
||||
private:
|
||||
glm::mat4 projection; ///< The projection matrix
|
||||
glm::mat4 transformation; ///< The view matrix
|
||||
glm::vec3 position; ///< The cameras position
|
||||
glm::vec3 front; ///< The cameras front vector
|
||||
glm::vec3 right; ///< The cameras right vector
|
||||
glm::vec3 up; ///< The cameras up vector
|
||||
|
||||
float fov; ///< FOV of the camera
|
||||
float aspectRatio; ///< Aspect ratio of the camera
|
||||
float zNear; ///< Near clipping plane
|
||||
float zFar; ///< Far clipping plane
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Add table
Add a link
Reference in a new issue