/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2022 Baldur Karlsson * Copyright (c) 2014 Crytek * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ******************************************************************************/ #pragma once #include "api/replay/renderdoc_replay.h" #include "quat.h" #include "vec.h" class Matrix4f; class Camera : public ICamera { public: Camera(CameraType t) : type(t), dirty(true), pos(), dist(0.0f), angles() { Camera::ResetArcball(); } virtual ~Camera() {} void Shutdown() { delete this; } void SetPosition(float x, float y, float z) { dirty = true; pos = Vec3f(x, y, z); } // Arcball functions void ResetArcball(); void SetArcballDistance(float d) { dirty = true; dist = d; } void RotateArcball(float ax, float ay, float bx, float by); // FPS look functions void SetFPSRotation(float x, float y, float z) { dirty = true; angles = Vec3f(x, y, z); } FloatVector GetPosition(); FloatVector GetForward(); FloatVector GetRight(); FloatVector GetUp(); const Matrix4f GetMatrix(); private: void Update(); CameraType type; bool dirty; Matrix4f mat, basis; Vec3f pos; // Arcball Quatf arcrot; float dist; // FPS look Vec3f angles; };