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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; }
/// reset the current mode
static void reset();
/// progress the camera
static void frame(float elapsed);
/// enable frustum projection
/** The frustum projection is used to draw the world
*/
static void frustum();
/// enable orthographic projection
/** The ortographic projetion is used to draw the user interface
*/
static void ortho();
/// 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);
/// 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 Mode camera_previous_mode;
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__
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