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/* 
   render/camera.h
   This file is part of the Osirion project and is distributed under 
   the terms and conditions of the GNU General Public License version 2 
*/

#ifndef __INCLUDED_RENDER_CAMERA_H__
#define __INCLUDED_RENDER_CAMERA_H__

#include "math/mathlib.h"

namespace render {

/// camera functions
class Camera
{
public:

	/// enum indicating the camera mode
	enum Mode {Free, Track, Cockpit, Overview};

	/// initialize the camera
	static void init();

	/// shutdown the camera
	static void shutdown();

	/// gameworld coordinates of the camera eye
	static inline const math::Vector3f & eye() { return camera_eye; }

	/// gameworld coordinates of the camera target
	static inline const math::Vector3f & target() { return camera_target; }

	/// gameworld camera axis
	static inline const math::Axis & axis() { return camera_axis; }

	/// current camera mode
	static inline Mode mode() { return camera_mode; }

	/// current aspect ratio
	static inline float aspect() { return camera_aspect; }

	/// reset the current mode
	static void reset();

	/// progress the camera
	static void frame(float elapsed);

	/// draw the OpenGL camera transformation
	static void draw();
	
	/// set target direction
	static void set_direction(float direction);

	/// set target pitch
	static void set_pitch(float pitch);

	/// switch to next camera mode
	static void view_next();

	/// wtich to previous camera mode
	static void view_previous();

	/// set specified camera mode
	static void set_mode(Mode newmode);

	/// set camera aspect ratio
	static void set_aspect(int width, int height);

	/// current frustum front
	static float frustum_front();

	/// current frustum size (height);
	static float frustum_size();

private:
	static math::Vector3f 		camera_eye;
	static math::Vector3f 		camera_target;
	static math::Axis 		camera_axis;
	static Mode 			camera_mode;
	static float			camera_aspect;
	static float 			camera_frustum_size;
	static float 			camera_frustum_front;

	// current and target yaw angle in XZ plane, positive is looking left
	static float direction_current;
	static float direction_target;
	static float target_direction;

	// current and target pitch angle in XY, positive is looking up
	static float pitch_current;
	static float pitch_target;
	static float target_pitch;

	static float distance;

};

} // namespace client
	
#endif // __INCLUDED_RENDER_CAMERA_H__