Retired Document
Important: This document is part of the Legacy section of the ADC Developer Library. This information should not be used for new development.
Current information on this Developer Library topic can be found here:
common/camera.h
// Version: <1.0> |
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//////////////////////////////////////////////////////////////////////////////////////////////////// |
#ifndef __CAMERA__ |
#define __CAMERA__ |
#include "compute_types.h" |
#include "compute_math.h" |
//////////////////////////////////////////////////////////////////////////////// |
class Camera |
{ |
public: |
Camera(); |
Camera( const Camera& rkOther ); |
~Camera(); |
void enable(); |
void disable(); |
void update(bool bOrbit = false); |
void orbit(float fDX, float fDY); |
void yaw(float fStep); |
void pitch(float fStep); |
void roll(float fStep); |
void strafe(float fStep); |
void forward(float fStep); |
void elevate(float fStep); |
void drawFrustum(); |
public: |
void setDebug(bool bV) { m_bDebug = bV; } |
void setInertia(float fV) { m_fInertia = fV; } |
void setYaw(float fV) { m_fYaw = fV; } |
void setPitch(float fV) { m_fPitch = fV; } |
void setRoll(float fV) { m_fRoll = fV; } |
void setZoom(float fV) { m_fZoom = fV; } |
void setFovInDegrees(float fV) { m_fFovY = fV; |
m_fFovX = m_fAspect * m_fFovY;} |
void setAspect(float fV) { m_fAspect = fV; |
m_fFovX = m_fAspect * m_fFovY;} |
void setNearClip(float fV) { m_fNearClip = fV; } |
void setFarClip(float fV) { m_fFarClip = fV; } |
void setViewport(uint uiW, uint uiH) { m_uiViewportWidth = uiW; |
m_uiViewportHeight = uiH; } |
void setPosition(float3 fV) { m_kPosition = fV; m_kPositionLag = fV; } |
void setRotation(float3 fV) { m_kRotation = fV; m_kRotationLag = fV; |
m_fPitch = fV.x; m_fYaw = fV.y; m_fRoll = fV.z; } |
void setFrame(float3 fUp, float3 fView, float3 fLeft) |
{ m_kUp = fUp; |
m_kLeft = fLeft; |
m_kView = fView; } |
bool getDebug() const { return m_bDebug; } |
float getInertia() const { return m_fInertia; } |
float getYaw()const { return m_fYaw; } |
float getPitch()const { return m_fPitch; } |
float getRoll() const { return m_fRoll; } |
float getZoom() const { return m_fZoom; } |
float getFovInDegrees() const { return m_fFovY; } |
float getAspect() const { return m_fAspect; } |
float getNearClip() const { return m_fNearClip; } |
float getFarClip() const { return m_fFarClip; } |
uint getViewportWidth() const { return m_uiViewportWidth; } |
uint getViewportHeight() const { return m_uiViewportHeight; } |
const float3& getPosition() const { return m_kPositionLag; } |
const float3& getRotation() const { return m_kRotationLag; } |
const float3& getUpDirection() const { return m_kUp; } |
const float3& getLeftDirection() const { return m_kLeft; } |
const float3& getViewDirection() const { return m_kView; } |
const float16& getProjectionMatrix() const { return m_kProjectionMatrix; } |
const float16& getActualModelViewMatrix() const { return m_kActualModelViewMatrix; } |
const float16& getModelViewMatrix() const { return m_kModelViewMatrix; } |
const float16& getInverseModelViewMatrix() const { return m_kInverseModelViewMatrix; } |
const float16& getModelViewProjectionMatrix() const { return m_kModelViewProjectionMatrix; } |
const float16& getInverseModelViewProjectionMatrix() const { return m_kInverseModelViewProjectionMatrix; } |
protected: |
void updateProjectionMatrix(); |
void updateModelViewMatrix(bool bOrbit); |
protected: |
bool m_bDebug; |
float m_fInertia; |
float m_fYaw; |
float m_fPitch; |
float m_fRoll; |
float3 m_kRotation; |
float3 m_kRotationLag; |
float m_fZoom; |
float m_fFovX; |
float m_fFovY; |
float m_fAspect; |
float m_fNearClip; |
float m_fFarClip; |
uint m_uiViewportWidth; |
uint m_uiViewportHeight; |
float3 m_kPosition; |
float3 m_kPositionLag; |
float3 m_kUp; |
float3 m_kLeft; |
float3 m_kView; |
float3 m_kUpAxis; |
float3 m_kLeftAxis; |
float3 m_kViewAxis; |
float16 m_kProjectionMatrix; |
float16 m_kModelViewMatrix; |
float16 m_kInverseModelViewMatrix; |
float16 m_kActualModelViewMatrix; |
float16 m_kModelViewProjectionMatrix; |
float16 m_kInverseModelViewProjectionMatrix; |
}; |
//////////////////////////////////////////////////////////////////////////////// |
#endif |
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