Lioncash 7177295cbb CCamera: Make use of in-class initializers
Same behavior, less code.
2020-06-18 13:32:49 -04:00

103 lines
4.1 KiB
C++

#ifndef CCAMERA_H
#define CCAMERA_H
#include <Common/BasicTypes.h>
#include <Common/EKeyInputs.h>
#include <Common/EMouseInputs.h>
#include <Common/Math/CAABox.h>
#include <Common/Math/CFrustumPlanes.h>
#include <Common/Math/CMatrix4f.h>
#include <Common/Math/CRay.h>
#include <Common/Math/CVector2i.h>
#include <Common/Math/CVector3f.h>
enum class ECameraMoveMode
{
Free, Orbit
};
/* 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{ECameraMoveMode::Free};
mutable CVector3f mPosition;
mutable CVector3f mDirection;
mutable CVector3f mRightVector;
mutable CVector3f mUpVector;
float mAspectRatio = 1.7777777f;
float mYaw;
float mPitch = 0.0f;
CVector3f mOrbitTarget;
mutable float mOrbitDistance = 0.0f;
float mMoveSpeed = 1.0f;
float mLookSpeed = 1.0f;
mutable CMatrix4f mViewMatrix;
mutable CMatrix4f mProjectionMatrix;
mutable CFrustumPlanes mFrustumPlanes;
mutable bool mTransformDirty = true;
mutable bool mViewDirty = true;
mutable bool mProjectionDirty = true;
mutable bool mFrustumPlanesDirty = true;
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;
CTransform4f GetCameraTransform() const;
void SetMoveMode(ECameraMoveMode Mode);
void SetOrbit(const CVector3f& rkOrbitTarget, float Distance);
void SetOrbit(const CAABox& rkOrbitTarget, float DistScale = 1.75f);
void SetOrbitTarget(const CVector3f& rkOrbitTarget);
void SetOrbitDistance(float Distance);
// Inline Accessors
CVector3f Position() const { UpdateTransform(); return mPosition; }
CVector3f Direction() const { UpdateTransform(); return mDirection; }
CVector3f UpVector() const { UpdateTransform(); return mUpVector; }
CVector3f RightVector() const { UpdateTransform(); return mRightVector; }
float Yaw() const { return mYaw; }
float Pitch() const { return mPitch; }
float FieldOfView() const { return 55.f; }
ECameraMoveMode MoveMode() const { return mMode; }
const CMatrix4f& ViewMatrix() const { UpdateView(); return mViewMatrix; }
const CMatrix4f& ProjectionMatrix() const { UpdateProjection(); return mProjectionMatrix; }
const CFrustumPlanes& FrustumPlanes() const { UpdateFrustum(); return mFrustumPlanes; }
void SetYaw(float Yaw) { mYaw = Yaw; mTransformDirty = true; }
void SetPitch(float Pitch) { mPitch = Pitch; ValidatePitch(); mTransformDirty = true; }
void SetMoveSpeed(float MoveSpeed) { mMoveSpeed = MoveSpeed; }
void SetLookSpeed(float LookSpeed) { mLookSpeed = LookSpeed; }
void SetAspectRatio(float AspectRatio) { mAspectRatio = AspectRatio; mProjectionDirty = true; mFrustumPlanesDirty = true; }
void ResetOrbit() { SetOrbit(CVector3f::Zero(), 5.f); }
// Private
private:
void ValidatePitch();
void UpdateTransform() const;
void UpdateView() const;
void UpdateProjection() const;
void UpdateFrustum() const;
};
#endif // CCAMERA_H