-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathModuleCamera.h
82 lines (62 loc) · 1.9 KB
/
ModuleCamera.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
#ifndef _MODULECAMERA_H_
#define _MODULECAMERA_H_
#include "Module.h"
#include "Globals.h"
#include "Components/Camera.h"
#include "MathGeoLib/include/Math/float4x4.h"
#include "MathGeoLib/include/Math/float3x3.h"
#include "MathGeoLib/include/Geometry/Frustum.h"
typedef unsigned __int8 Uint8;
class ModuleCamera : public Module
{
public:
ModuleCamera();
virtual ~ModuleCamera();
bool Init();
update_status PreUpdate();
update_status Update();
update_status PostUpdate();
bool CleanUp();
void SetNearPlaneDistance(const float nearDist,Camera* cam);
void SetFarPlaneDistance(const float farDist, Camera* cam);
void SetAspectRatio(const float aspect_ratio, Camera* cam);
public:
void setFOV(const float fov, Camera* cam);
void Position(const float3 position, Camera* cam);
void Rotate(char axis, float movement, Camera* cam);
void MoveUp(Camera* cam);
void MoveDown(Camera* cam);
void MoveForward(Camera* cam);
void MoveBackwards(Camera* cam);
void MoveLeft(Camera* cam);
void MoveRight(Camera* cam);
void multSpeed(Camera* cam);
void generateMatrices(Camera* cam);
void ShowCameraUI();
void LookAt(const float3 focus, Camera* cam);
void LookAt(const float x, const float y, const float z, Camera* cam);
void SetOrientation(const float3 orientation, Camera* cam);
void focusCameraToNewPoint(const float3 &newPos, Camera* cam);
void OrbitX(float angle, Camera * cam);
void OrbitY(float angle, Camera * cam);
float4x4 LookAt(float3 eye, float3 target, float3 up);
void FocusAt(float3 target, Camera * cam);
void Orbit(char axis, float movement, Camera* cam);
public:
bool is_orbiting = false;
float3x3 rotation_matrix;
Frustum frustum;
float rot_speed = 0.1f;
float aspect;
float4x4 proj;
float4x4 view;
float4x4 model;
float yaw = -90.0f;
float pitch = 0;
const Uint8 *keyboard = NULL;
public:
float3 new_camera_pos;
const float distance = 0.25f * 1.0F;
float speed = 1.0f;
};
#endif