#ifndef CAMERA_FPS_H #define CAMERA_FPS_H #include "OysterMath.h" #include "Camera_Basic.h" class Camera_FPS { public: Camera_FPS(); virtual ~Camera_FPS(); Camera_FPS & operator = ( const Camera_FPS &camera ); void SetHeadOffset( const ::Oyster::Math::Float3 &translation ); void SetPosition( const ::Oyster::Math::Float3 &translation ); void SetAngular( const ::Oyster::Math::Float3 &axis ); void SetProjection( const ::Oyster::Math::Float4x4 &matrix ); void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip ); void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip ); void UpdateOrientation(); void SnapUpToNormal( const ::Oyster::Math::Float3 &normal ); void Move( const ::Oyster::Math::Float3 &deltaPosition ); void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis ); void MoveForward( ::Oyster::Math::Float distance ); void MoveBackward( ::Oyster::Math::Float distance ); void StrafeRight( ::Oyster::Math::Float distance ); void StrafeLeft( ::Oyster::Math::Float distance ); void PitchUp( ::Oyster::Math::Float radian ); void PitchDown( ::Oyster::Math::Float radian ); void YawRight( ::Oyster::Math::Float radian ); void YawLeft( ::Oyster::Math::Float radian ); const ::Oyster::Math::Float3 & GetHeadOffset() const; const ::Oyster::Math::Float3 & GetPosition() const; ::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const; ::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; ::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const; ::Oyster::Math::Float3 GetRight() const; ::Oyster::Math::Float3 GetUp() const; ::Oyster::Math::Float3 GetLook() const; ::Oyster::Math::Float3 GetForward() const; private: Camera_Basic head; ::Oyster::Math::Float pitchUp; ::Oyster::Math::Float3 headOffset; struct { ::Oyster::Math::Float3 translation, angularAxis; ::Oyster::Math::Float3x3 direction; } body; }; #endif