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- /*!
- * \file include/Camera.h
- * \brief Camera class
- *
- * \author xythobuz
- */
-
- #ifndef _CAMERA_H_
- #define _CAMERA_H_
-
- #include <glm/vec2.hpp>
- #include <glm/vec3.hpp>
- #include <glm/mat4x4.hpp>
- #include <glm/gtc/quaternion.hpp>
- #include <glm/gtc/type_precision.hpp>
-
- #include "RoomData.h"
-
- class Camera {
- public:
- static void reset();
- static bool update();
- static void setSize(glm::i32vec2 s);
-
- static void handleAction(ActionEvents action, bool isFinished);
- static void handleMouseMotion(int x, int y);
- static void handleControllerAxis(float value, KeyboardButton axis);
- static void handleControllerButton(KeyboardButton button, bool released);
-
- //! \fixme The Y axis seems to be the source of all evil?
- static void setPosition(glm::vec3 p) { pos = glm::vec3(p.x, -p.y, p.z); }
- static glm::vec3 getPosition() { return glm::vec3(pos.x, -pos.y, pos.z); }
-
- static glm::vec2 getRotation();
- static glm::mat4 getProjectionMatrix() { return projection; }
- static glm::mat4 getViewMatrix() { return view; }
-
- static void setSensitivityX(float sens) { rotationDeltaX = sens; }
- static float getSensitivityX() { return rotationDeltaX; }
-
- static void setSensitivityY(float sens) { rotationDeltaY = sens; }
- static float getSensitivityY() { return rotationDeltaY; }
-
- static void setUpdateViewFrustum(bool u) { updateViewFrustum = u; }
- static bool getUpdateViewFrustum() { return updateViewFrustum; }
-
- static bool boxInFrustum(BoundingBox b);
- static void displayFrustum(glm::mat4 MVP);
-
- private:
- static void calculateFrustumPlanes();
-
- static glm::vec3 pos;
- static glm::vec3 drawPos;
- static glm::quat quaternion;
- static glm::vec3 posSpeed;
- static glm::vec2 rotSpeed;
- static glm::mat4 projection;
- static glm::mat4 view;
- static float rotationDeltaX, rotationDeltaY;
- static bool updateViewFrustum, dirty;
- };
-
- #endif
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