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renderdoc/renderdoc/maths/camera.h
T

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2.3 KiB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 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() { 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;
};