source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Camera.h @ 2806

Revision 2806, 2.0 KB checked in by mattausch, 16 years ago (diff)

improved visualization

Line 
1#ifndef __CAMERA_H
2#define __CAMERA_H
3
4#include "Vector3.h"
5#include "AxisAlignedBox3.h"
6#include "Plane3.h"
7
8
9namespace CHCDemoEngine
10{
11
12
13class Camera
14{
15public:
16       
17        /** Small struct representing a frustum.
18        */
19        struct Frustum
20        {
21                /// the 6 clip planes
22                Plane3 mClipPlanes[6];
23
24                void CalcNPVertexIndices(int *indices);
25        };
26       
27        Camera();
28
29        Camera(int width, int height, float fieldOfView = 90.f);
30
31
32        void SetPosition(const Vector3 &pos);
33
34        inline Vector3 GetPosition() const { return mPosition; }
35        Vector3 GetDirection() const;
36        Vector3 GetUpVector() const;
37        Vector3 GetRightVector() const;
38
39        inline float GetFov() const { return mFovy; }
40        inline void GetSize(int &width, int &height) const { width = mWidth; height = mHeight; }
41        inline float GetAspect() const { return (float) mWidth / mHeight; }
42
43        /** Sets up viewing in gl
44        */
45        void SetupCameraView();
46        void GetProjectionMatrix(Matrix4x4 &mat);
47        void GetModelViewMatrix(Matrix4x4 &mat);
48
49        void CalcFrustum(Frustum &frustum);
50        /** Computes the extremal points of this frustum.
51        */
52        void ComputePoints(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr,
53                               Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr);
54       
55        /** Returns the near plane.
56        */
57        inline float GetNear() const { return mNear; }
58        /** Returns the far plane.
59        */
60        inline float GetFar() const { return mFar; }
61        /** Sets the near plane
62        */
63        void SetNear(float nearDist);
64        /** Sets the far plane.
65        */
66        void SetFar(float farDist);
67       
68        void SetOrtho(bool ortho);
69
70        void Yaw(float angle);
71        void Pitch(float angle);
72       
73        float GetPitch() const { return mPitch; }
74        float GetYaw() const { return mYaw; }
75
76
77
78protected:
79
80        void Precompute(const Vector3 &direction);
81
82        void CalculateFromPitchAndYaw();
83
84
85        ////////////////
86        //-- members
87
88        float mFovy;
89        int mWidth;
90        int mHeight;
91
92        float mNear;
93
94        float mFar;
95
96        bool mIsOrtho;
97
98        Matrix4x4 mBaseOrientation;
99        Matrix4x4 mViewOrientation;
100
101        float mPitch;
102        float mYaw;
103
104        Vector3 mPosition;
105};
106
107}
108#endif
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