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121 lines
4.1 KiB
C++
121 lines
4.1 KiB
C++
//
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// Camera.h
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// interface
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//
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__camera__
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#define __interface__camera__
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#include "Orientation.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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enum CameraMode
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{
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CAMERA_MODE_NULL = -1,
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CAMERA_MODE_THIRD_PERSON,
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CAMERA_MODE_FIRST_PERSON,
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CAMERA_MODE_MIRROR,
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NUM_CAMERA_MODES
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};
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const float CAMERA_DEFAULT_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
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const float CAMERA_DEFAULT_FIRST_PERSON_MODE_DISTANCE = 0.0f;
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const float CAMERA_DEFAULT_FIRST_PERSON_MODE_TIGHTNESS = 100.0f;
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const float CAMERA_DEFAULT_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
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const float CAMERA_DEFAULT_THIRD_PERSON_MODE_DISTANCE = 1.5f;
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const float CAMERA_DEFAULT_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
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const float CAMERA_DEFAULT_MIRROR_MODE_UP_SHIFT = 0.0f;
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const float CAMERA_DEFAULT_MIRROR_MODE_DISTANCE = 0.2f;
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const float CAMERA_DEFAULT_MIRROR_MODE_TIGHTNESS = 100.0f;
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class Camera
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{
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public:
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Camera();
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struct CameraFollowingAttributes
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{
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float upShift;
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float distance;
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float tightness;
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};
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void initialize(); // instantly put the camera at the ideal position and rotation.
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void update( float deltaTime );
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void setYaw ( float y ) { _yaw = y; }
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void setPitch ( float p ) { _pitch = p; }
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void setRoll ( float r ) { _roll = r; }
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void setUpShift ( float u ) { _upShift = u; }
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void setDistance ( float d ) { _distance = d; }
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void setTargetPosition( glm::vec3 t ) { _targetPosition = t; }
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void setTargetYaw ( float y ) { _idealYaw = y; }
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void setPosition ( glm::vec3 p ) { _position = p; }
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void setTightness ( float t ) { _tightness = t; }
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void setTargetRotation( float yaw, float pitch, float roll );
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void setMode ( CameraMode m );
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void setMode ( CameraMode m, CameraFollowingAttributes attributes );
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void setFieldOfView ( float f );
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void setAspectRatio ( float a );
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void setNearClip ( float n );
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void setFarClip ( float f );
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void setEyeOffsetPosition ( const glm::vec3& p);
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void setEyeOffsetOrientation ( const glm::quat& o);
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float getYaw () { return _yaw; }
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float getPitch () { return _pitch; }
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float getRoll () { return _roll; }
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glm::vec3 getPosition () { return _position; }
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Orientation getOrientation() { return _orientation; }
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CameraMode getMode () { return _mode; }
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float getFieldOfView() { return _fieldOfView; }
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float getAspectRatio() { return _aspectRatio; }
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float getNearClip () { return _nearClip; }
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float getFarClip () { return _farClip; }
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glm::vec3 getEyeOffsetPosition () { return _eyeOffsetPosition; }
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glm::quat getEyeOffsetOrientation () { return _eyeOffsetOrientation; }
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bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped
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void setFrustumWasReshaped(); // call this after reshaping the view frustum.
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private:
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bool _needsToInitialize;
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CameraMode _mode;
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bool _frustumNeedsReshape;
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glm::vec3 _position;
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glm::vec3 _idealPosition;
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glm::vec3 _targetPosition;
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float _fieldOfView;
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float _aspectRatio;
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float _nearClip;
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float _farClip;
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glm::vec3 _eyeOffsetPosition;
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glm::quat _eyeOffsetOrientation;
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float _yaw;
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float _pitch;
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float _roll;
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float _upShift;
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float _idealYaw;
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float _idealPitch;
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float _idealRoll;
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float _distance;
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float _tightness;
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Orientation _orientation;
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float _modeShift;
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CameraFollowingAttributes _attributes[NUM_CAMERA_MODES];
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CameraFollowingAttributes _previousAttributes[NUM_CAMERA_MODES];
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void generateOrientation();
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void updateFollowMode( float deltaTime );
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};
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#endif
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