// // Camera.h // interface/src // // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_Camera_h #define hifi_Camera_h #include #include #include #include #include enum CameraMode { CAMERA_MODE_NULL = -1, CAMERA_MODE_THIRD_PERSON, CAMERA_MODE_FIRST_PERSON, CAMERA_MODE_MIRROR, CAMERA_MODE_INDEPENDENT, CAMERA_MODE_ENTITY, NUM_CAMERA_MODES }; Q_DECLARE_METATYPE(CameraMode); #if defined(__GNUC__) && !defined(__clang__) __attribute__((unused)) #endif static int cameraModeId = qRegisterMetaType(); class Camera : public QObject { Q_OBJECT Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition) Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation) Q_PROPERTY(QString mode READ getModeString WRITE setModeString) Q_PROPERTY(QUuid cameraEntity READ getCameraEntity WRITE setCameraEntity) public: Camera(); void initialize(); // instantly put the camera at the ideal position and orientation. void update( float deltaTime ); CameraMode getMode() const { return _mode; } void setMode(CameraMode m); void loadViewFrustum(ViewFrustum& frustum) const; ViewFrustum toViewFrustum() const; EntityItemPointer getCameraEntityPointer() const { return _cameraEntity; } const glm::mat4& getTransform() const { return _transform; } void setTransform(const glm::mat4& transform); const glm::mat4& getProjection() const { return _projection; } void setProjection(const glm::mat4& projection); public slots: QString getModeString() const; void setModeString(const QString& mode); glm::vec3 getPosition() const { return _position; } void setPosition(const glm::vec3& position); glm::quat getOrientation() const { return _orientation; } void setOrientation(const glm::quat& orientation); QUuid getCameraEntity() const; void setCameraEntity(QUuid entityID); PickRay computePickRay(float x, float y); // These only work on independent cameras /// one time change to what the camera is looking at void lookAt(const glm::vec3& value); /// fix what the camera is looking at, and keep the camera looking at this even if position changes void keepLookingAt(const glm::vec3& value); /// stops the keep looking at feature, doesn't change what's being looked at, but will stop camera from /// continuing to update it's orientation to keep looking at the item void stopLooking() { _isKeepLookingAt = false; } signals: void modeUpdated(const QString& newMode); private: void recompose(); void decompose(); CameraMode _mode{ CAMERA_MODE_THIRD_PERSON }; glm::mat4 _transform; glm::mat4 _projection; // derived glm::vec3 _position; glm::quat _orientation; bool _isKeepLookingAt{ false }; glm::vec3 _lookingAt; EntityItemPointer _cameraEntity; }; #endif // hifi_Camera_h