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#pragma once
#include "config/types.h"
#include <glm/glm.hpp>
#include <maths.h>
#include <ray.h>
class Camera {
public:
Camera(GlobalPosition3D, Angle fov, Angle aspect, GlobalDistance zNear, GlobalDistance zFar);
[[nodiscard]] glm::mat4
getViewProjection() const
{
return viewProjection;
}
[[nodiscard]] Ray unProject(const ScreenRelCoord &) const;
void
setPosition(const GlobalPosition3D & p)
{
position = p;
updateView();
}
void
setForward(const Direction3D & f)
{
setForward(f, upFromForward(f));
}
void
setForward(const Direction3D & f, const Direction3D & u)
{
forward = f;
up = u;
updateView();
}
void
setView(const GlobalPosition3D & p, const Direction3D & f)
{
position = p;
setForward(f);
}
void
setView(const GlobalPosition3D & p, const Direction3D & f, const Direction3D & u)
{
position = p;
setView(f, u);
}
void
lookAt(const GlobalPosition3D & target)
{
setForward(glm::normalize(RelativePosition3D(target - position)));
}
[[nodiscard]] auto
getForward() const
{
return forward;
}
[[nodiscard]] auto
getPosition() const
{
return position;
}
[[nodiscard]] std::array<GlobalPosition4D, 4> extentsAtDist(GlobalDistance) const;
[[nodiscard]] static Direction3D upFromForward(const Direction3D & forward);
private:
void updateView();
GlobalPosition3D position;
Direction3D forward;
Direction3D up;
GlobalDistance near, far;
glm::mat4 projection;
glm::mat4 viewProjection, inverseViewProjection;
};
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