100 lines
4.0 KiB
C++

#ifndef CCAMERA_H
#define CCAMERA_H
#include <Common/types.h>
#include <Common/EKeyInputs.h>
#include <Common/EMouseInputs.h>
#include <Math/CAABox.h>
#include <Math/CFrustumPlanes.h>
#include <Math/CMatrix4f.h>
#include <Math/CRay.h>
#include <Math/CVector2i.h>
#include <Math/CVector3f.h>
enum ECameraMoveMode
{
eFreeCamera, eOrbitCamera
};
/* This class uses a lot of mutable members as an optimization so that they can
* be updated as infrequently as possible (eg only when the values are requested
* the next time after changes are made) while still always returning the correct
* value via the const get functions. They are not modified in const functions
* beyond ensuring that all data is valid and synced with everything else (eg
* mPosition is only modified to ensure it's correct in orbit mode given the
* target/distance/pitch/yaw; it won't be snapped to a different location in a
* const function). */
class CCamera
{
ECameraMoveMode mMode;
mutable CVector3f mPosition;
mutable CVector3f mDirection;
mutable CVector3f mRightVector;
mutable CVector3f mUpVector;
float mAspectRatio;
float mYaw;
float mPitch;
CVector3f mOrbitTarget;
mutable float mOrbitDistance;
float mMoveSpeed;
float mLookSpeed;
mutable CMatrix4f mViewMatrix;
mutable CMatrix4f mProjectionMatrix;
mutable CFrustumPlanes mFrustumPlanes;
mutable bool mTransformDirty;
mutable bool mViewDirty;
mutable bool mProjectionDirty;
mutable bool mFrustumPlanesDirty;
public:
CCamera();
CCamera(CVector3f Position, CVector3f Target);
void Pan(float XAmount, float YAmount);
void Rotate(float XAmount, float YAmount);
void Zoom(float Amount);
void Snap(CVector3f Position);
void ProcessKeyInput(FKeyInputs KeyFlags, double DeltaTime);
void ProcessMouseInput(FKeyInputs KeyFlags, FMouseInputs MouseFlags, float XMovement, float YMovement);
CRay CastRay(CVector2f DeviceCoords) const;
void LoadMatrices() const;
void SetMoveMode(ECameraMoveMode Mode);
void SetOrbit(const CVector3f& rkOrbitTarget, float Distance);
void SetOrbit(const CAABox& rkOrbitTarget, float DistScale = 4.f);
void SetOrbitTarget(const CVector3f& rkOrbitTarget);
void SetOrbitDistance(float Distance);
// Inline Accessors
inline CVector3f Position() const { UpdateTransform(); return mPosition; }
inline CVector3f Direction() const { UpdateTransform(); return mDirection; }
inline CVector3f UpVector() const { UpdateTransform(); return mUpVector; }
inline CVector3f RightVector() const { UpdateTransform(); return mRightVector; }
inline float Yaw() const { return mYaw; }
inline float Pitch() const { return mPitch; }
inline float FieldOfView() const { return 55.f; }
inline ECameraMoveMode MoveMode() const { return mMode; }
inline const CMatrix4f& ViewMatrix() const { UpdateView(); return mViewMatrix; }
inline const CMatrix4f& ProjectionMatrix() const { UpdateProjection(); return mProjectionMatrix; }
inline const CFrustumPlanes& FrustumPlanes() const { UpdateFrustum(); return mFrustumPlanes; }
inline void SetYaw(float Yaw) { mYaw = Yaw; mTransformDirty = true; }
inline void SetPitch(float Pitch) { mPitch = Pitch; ValidatePitch(); mTransformDirty = true; }
inline void SetMoveSpeed(float MoveSpeed) { mMoveSpeed = MoveSpeed; }
inline void SetLookSpeed(float LookSpeed) { mLookSpeed = LookSpeed; }
inline void SetAspectRatio(float AspectRatio) { mAspectRatio = AspectRatio; mProjectionDirty = true; mFrustumPlanesDirty = true; }
// Private
private:
void ValidatePitch();
void UpdateTransform() const;
void UpdateView() const;
void UpdateProjection() const;
void UpdateFrustum() const;
};
#endif // CCAMERA_H