223 lines
4.7 KiB
C++
223 lines
4.7 KiB
C++
/*****************************************************************//**
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* \file camera.hpp
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* \brief A camera object
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*
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* \author Lauchmelder
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* \date January 2021
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*********************************************************************/
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#ifndef CAMERA_HPP
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#define CAMERA_HPP
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#include <core.hpp>
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#include <glm/glm.hpp>
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namespace oglu
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{
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class Transformable;
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/**
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* @brief A class that simulates a camera in 3D space.
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*/
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class OGLU_API Camera
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{
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public:
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/**
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* @brief Create a default camera.
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*
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* Default settings:
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* Position: (0, 0, 0)
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* Looking at: Negative Z
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* FOV: 45.0f
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* AspectRatio: 1.0f
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* zNear: 0.1f
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* zFar: 100.0f
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*/
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Camera();
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/**
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* @brief Create a new camera.
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*
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* @param[in] fov FOV of the camera (in degrees)
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* @param[in] aspectRatio of the camera
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* @param[in] zNear Near clipping plane
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* @param[in] zFar Far clipping plane
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*/
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Camera(float fov, float aspectRatio, float zNear, float zFar);
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/**
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* Copy another camera.
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*
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* @param[in] other Camera to copy from
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*/
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Camera(const Camera& other);
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/**
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* @brief Set the cameras position.
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*
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* @param[in] x New x position
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* @param[in] y New y position
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* @param[in] z New z position
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*/
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void SetPosition(float x, float y, float z);
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/**
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* @brief Set the cameras position.
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*
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* @param[in] position The new position
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*/
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void SetPosition(const float* position);
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/**
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* @brief Set the cameras position.
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*
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* @param[in] position The new position
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*/
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void SetPosition(const glm::vec3& position);
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/**
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* @brief Offset the cameras position
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*
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* @param[in] x x offset
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* @param[in] y y offset
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* @param[in] z z offset
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*/
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void Move(float x, float y, float z);
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/**
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* @brief Offset the cameras position
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*
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* @param[in] offset Offset
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*/
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void Move(const float* offset);
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/**
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* @brief Offset the cameras position
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*
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* @param[in] offset Offset
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*/
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void Move(const glm::vec3& offset);
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/**
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* @brief Have the camera face a target.
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*
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* Right now the camera cannot roll. @p worldUp is always positive Y
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*
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* @param[in] x x position of the target
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* @param[in] y y position of the target
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* @param[in] z z position of the target
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*/
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void LookAt(float x, float y, float z);
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/**
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* @brief Have the camera face a target.
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*
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* Right now the camera cannot roll. @p worldUp is always positive Y
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*
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* @param[in] target Coordinates of the target
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*/
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void LookAt(const float* target);
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/**
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* @brief Have the camera face a target.
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*
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* Right now the camera cannot roll. @p worldUp is always positive Y
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*
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* @param[in] target Coordinates of the target
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*/
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void LookAt(const glm::vec3& target);
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/**
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* @brief Have the camera face a target.
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*
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* Right now the camera cannot roll. @p worldUp is always positive Y
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*
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* @param[in] target A target Transformable
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*/
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void LookAt(const Transformable& target);
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/**
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* @brief Pan the camera.
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*
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* Panning is a rotation around the cameras local up axis.
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*
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* @param[in] angle Angle to rotate by
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*/
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void Pan(float angle);
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/**
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* @brief Tilt the camera.
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*
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* Panning is a rotation around the cameras local right axis.
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*
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* @param[in] angle Angle to rotate by
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*/
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void Tilt(float angle);
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/**
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* @brief Roll the camera (doesn't work).
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*
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* Panning is a rotation around the cameras local front axis.
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*
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* @param[in] angle Angle to rotate by
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*/
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void Roll(float angle);
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/**
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* @brief Move camera forward.
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*
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* Moves the camera along the @p front vector.
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*
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* @param[in] amount Amount to move by
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*/
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void Forward(float amount);
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/**
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* @brief Move camera sideways.
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*
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* Moves the camera along the @p right vector.
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*
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* @param[in] amount Amount to move by
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*/
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void Sideways(float amount);
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/**
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* @brief Move camera upwards.
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*
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* Moves the camera along the @p up vector.
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*
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* @param[in] amount Amount to move by
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*/
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void Upwards(float amount);
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/**
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* @brief Get the view matrix.
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*
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* @returns A 4x4 view matrix
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*/
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const glm::mat4& GetMatrix();
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/**
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* @brief Get the projection matrix.
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*
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* @returns A 4x4 projection matrix
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*/
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const glm::mat4& GetProjection();
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public:
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float fov; ///< FOV of the camera
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float aspectRatio; ///< Aspect ratio of the camera
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float zNear; ///< Near clipping plane
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float zFar; ///< Far clipping plane
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private:
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glm::mat4 projection; ///< The projection matrix
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glm::mat4 transformation; ///< The view matrix
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glm::vec3 position; ///< The cameras position
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glm::vec3 front; ///< The cameras front vector
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glm::vec3 right; ///< The cameras right vector
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glm::vec3 up; ///< The cameras up vector
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};
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}
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#endif |