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* 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.
81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include "vec.h"
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#include "quat.h"
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class Matrix4f;
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class Camera
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{
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public:
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enum CameraType
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{
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eType_Arcball = 0,
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eType_FPSLook,
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};
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Camera(CameraType t)
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: type(t), dirty(true), pos(), dist(0.0f), angles()
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{
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ResetArcball();
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}
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void SetPosition(const Vec3f &p) { dirty = true; pos = p; }
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// Arcball functions
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void ResetArcball();
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void SetArcballDistance(float d) { dirty = true; dist = d; }
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void RotateArcball(const Vec2f &from, const Vec2f &to);
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// FPS look functions
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void SetFPSRotation(const Vec3f &rot) { dirty = true; angles = rot; }
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const Vec3f GetPosition();
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const Vec3f GetForward();
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const Vec3f GetRight();
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const Vec3f GetUp();
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const Matrix4f GetMatrix();
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private:
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void Update();
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CameraType type;
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bool dirty;
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Matrix4f mat, basis;
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Vec3f pos;
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// Arcball
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Quatf arcrot;
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float dist;
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// FPS look
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Vec3f angles;
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};
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