source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Camera.h @ 2829

Revision 2829, 2.2 KB checked in by mattausch, 16 years ago (diff)

worked on environment + hud

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 float GetAspect() const { return (float) mWidth / mHeight; }
41        inline int GetWidth() const { return mWidth; }
42        inline int GetHeight() const { return mHeight; }
43
44        /** Sets up viewing in gl
45        */
46        void SetupCameraView();
47        /** Returns the current projection matrix.
48        */
49        void GetProjectionMatrix(Matrix4x4 &mat);
50        /** Returns the current model view matrix.
51        */
52        void GetModelViewMatrix(Matrix4x4 &mat);
53
54        void CalcFrustum(Frustum &frustum);
55        /** Computes the extremal points of this frustum.
56        */
57        void ComputePoints(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr,
58                               Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr);
59       
60        /** Returns the near plane.
61        */
62        inline float GetNear() const { return mNear; }
63        /** Returns the far plane.
64        */
65        inline float GetFar() const { return mFar; }
66        /** Sets the near plane
67        */
68        void SetNear(float nearDist);
69        /** Sets the far plane.
70        */
71        void SetFar(float farDist);
72       
73        void SetOrtho(bool ortho);
74
75        void Yaw(float angle);
76        void Pitch(float angle);
77       
78        float GetPitch() const { return mPitch; }
79        float GetYaw() const { return mYaw; }
80        /** Sets the camera direction.
81        */
82        void SetDirection(const Vector3 &direction);
83
84
85
86protected:
87
88        void Precompute(const Vector3 &direction);
89
90        void CalculateFromPitchAndYaw();
91
92
93        ////////////////
94        //-- members
95
96        float mFovy;
97        int mWidth;
98        int mHeight;
99
100        float mNear;
101
102        float mFar;
103
104        bool mIsOrtho;
105
106        Matrix4x4 mBaseOrientation;
107        Matrix4x4 mViewOrientation;
108
109        float mPitch;
110        float mYaw;
111
112        Vector3 mPosition;
113};
114
115}
116#endif
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