OpenGL-utility/include/camera.hpp
2021-01-22 19:46:09 +01:00

108 lines
2.7 KiB
C++

/*****************************************************************//**
* \file camera.hpp
* \brief Contains anything relevant to cameras
*
* \author Lauchmelder
* \date January 2021
*********************************************************************/
#ifndef CAMERA_HPP
#define CAMERA_HPP
#include <core.hpp>
#include <transformable.hpp>
namespace oglu
{
/**
* @brief A camera object in 3D space.
*
* This class unites a world- and projection matrix.
*/
class OGLU_API Camera : public Transformable
{
public:
/**
* @brief Create a default camera.
*
* Sits at the origin, looks in negative z-direction.
* FOV: 45.0°
* Aspect ratio: Matches the viewport
* zNear: 0.1f
* zFar: 100.0f
*/
Camera();
/**
* @brief Copy another camera.
*
* Every property of @p other is copied.
*
* @param[in] other The camera to copy from
*/
Camera(const Camera& other);
/**
* @brief Create a new camera.
*
* Sits at the origin, looks in negative z-direction.
* The other properties are set from the parameters
*
* @param[in] fov The FOV (field of view) of the camera
* @param[in] aspectRatio The aspect ratio of the camera. (Setting this to 0.f will use your viewport's aspect ratio)
* @param[in] zNear Near z clipping plane
* @param[in] zNear Far z clipping plane
*/
Camera(float fov, float aspectRatio, float zNear, float zFar);
~Camera();
/**
* @brief Have camera face at a certain position.
*
* This will adjust the camera's rotation in order to put the
* specified coordinate at the center of the screen.
*
* @param[in] x Target x coordinate
* @param[in] y Target y coordinate
* @param[in] z Target z coordinate
*/
void LookAt(GLfloat x, GLfloat y, GLfloat z);
/**
* @brief Have camera face at a certain position.
*
* This will adjust the camera's rotation in order to put the
* specified coordinate at the center of the screen.
*
* @param[in] target 3D vector with the target position
*/
void LookAt(const GLfloat* target);
/**
* @brief Have camera face at a certain position.
*
* This will adjust the camera's rotation in order to put the
* specified coordinate at the center of the screen.
*
* @param[in] target An object to target
*/
void LookAt(const Transformable& target);
/**
* @brief Gets the projection matrix of the camera.
*
* @returns a 4x4 projection matrix.
*/
const float* GetProjectionMatrix();
private:
float aspectRatio; ///< Aspect ration of the camera
float fov; ///< FOV of the camera
float zNear; ///< Near z clipping plane
float zFar; ///< Far z clipping plane
float* projection;
};
}
#endif