Danbias/OysterGraphics/Render/Camera.h

62 lines
1.1 KiB
C
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#pragma once
#include "..\Math\OysterMath.h"
namespace Oyster
{
namespace Render
{
class Camera
{
public:
Camera(void);
~Camera(void);
//position
Math::Float3 GetPosition();
void SetPosition(Math::Float3);
//axis
Math::Float3 GetRight();
Math::Float3 GetUp();
Math::Float3 GetLook();
//frustrum
float GetNearZ();
float GetFarZ();
float GetAspect();
float GetFovY();
float GetFovX();
//set frustrum
void SetLens(float fovY, float aspect, float zn, float zf);
//normal LookAt
void LookAt(Math::Float3 pos, Math::Float3 target, Math::Float3 worldUp);
//Get Matrices
Math::Matrix View();
Math::Matrix Proj();
Math::Matrix ViewProj();
//Move Camera
void Strafe(float d);
void Walk(float d);
void Fly(float d);
//Rotate Camera
void Pitch(float angle);
void Yaw(float angle);
void Roll(float angle);
void RotateY(float angle);
void UpdateViewMatrix();
private:
Math::Vector3 pos, right, up, look;
float nearZ,farZ,aspect,fovX,fovY;
Math::Matrix mView, mProj;
};
}
}