54 lines
No EOL
1.2 KiB
C++
54 lines
No EOL
1.2 KiB
C++
#include <SFML/Graphics.hpp>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include <stdarg.h>
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#include "Common.h"
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namespace agl {
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class Camera {
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glm::mat4 camToWorld;
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glm::vec3 lookVector;
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glm::vec3 position;
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glm::vec3 rotation;
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bool matrixToBeUpdated;
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void updateMatrix();
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float degToRad(float deg) {return deg*(M_PI/180);}
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float radToDeg(float rad) {return rad*(180/M_PI);}
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public:
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Camera();
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Camera(glm::vec3, glm::vec3=glm::vec3(0.0));
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Camera(float, float, float, float=0.0, float=0.0, float=0.0);
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void setCamera(glm::vec3, glm::vec3=glm::vec3(0.0));
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void setCamera(float, float, float, float=0.0, float=0.0, float=0.0);
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void setPosition(glm::vec3);
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void setPosition(float, float, float);
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void setRotation(glm::vec3);
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void setRotation(float, float, float);
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void rotateCamera(glm::vec3);
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void rotateCamera(float, float, float);
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void moveCamera(glm::vec3);
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void moveCamera(float, float, float);
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void move(float); // positive is forward
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void strafe(float); // positive is right
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void updateCamera();
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glm::mat4 getMatrix();
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glm::vec3 getLookVector();
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glm::vec3 getPosition();
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~Camera();
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};
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}; |