Files
renderdoc/renderdoc/maths/camera.h
T
baldurk 4c988e9e3a Better arcball controls in the mesh viewer
* Tweaked flycam a bit too, but not much.
* Refactored the API/C# side camera classes to avoid exposing a ton of
  stuff just to do relative rotations in the arcball via quaternions.
2015-07-07 15:38:00 +02:00

81 lines
2.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* 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
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* 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
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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******************************************************************************/
#pragma once
#include "vec.h"
#include "quat.h"
class Matrix4f;
class Camera
{
public:
enum CameraType
{
eType_Arcball = 0,
eType_FPSLook,
};
Camera(CameraType t)
: type(t), dirty(true), pos(), dist(0.0f), angles()
{
ResetArcball();
}
void SetPosition(const Vec3f &p) { dirty = true; pos = p; }
// Arcball functions
void ResetArcball();
void SetArcballDistance(float d) { dirty = true; dist = d; }
void RotateArcball(const Vec2f &from, const Vec2f &to);
// FPS look functions
void SetFPSRotation(const Vec3f &rot) { dirty = true; angles = rot; }
const Vec3f GetPosition();
const Vec3f GetForward();
const Vec3f GetRight();
const Vec3f 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;
};