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