#include "Camera_Basic.h" using namespace ::Oyster::Math3D; Camera_Basic::Camera_Basic() { this->translation = this->angularAxis = Float3::null; this->projection = Float4x4::identity; this->rotation = Quaternion::identity; rotationIsOutOfDate = false; } Camera_Basic::Camera_Basic( const Float3 &position, const Float3 &angularAxis, const Float4x4 &projection ) { this->translation = position; this->angularAxis = angularAxis; this->projection = projection; this->rotation = Quaternion::identity; rotationIsOutOfDate = true; } Camera_Basic::~Camera_Basic() {} Camera_Basic & Camera_Basic::operator = ( const Camera_Basic &camera ) { this->translation = camera.translation; this->angularAxis = camera.angularAxis; this->projection = camera.projection; this->rotation = camera.rotation; rotationIsOutOfDate = camera.rotationIsOutOfDate; return *this; } void Camera_Basic::SetPosition( const Float3 &translation ) { this->translation = translation; } void Camera_Basic::SetAngular( const Float3 &axis ) { this->angularAxis = axis; this->rotationIsOutOfDate = true; } void Camera_Basic::SetProjection( const Float4x4 &matrix ) { this->projection = matrix; } void Camera_Basic::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip ) { ProjectionMatrix_Orthographic( width, height, nearClip, farClip, this->projection ); } void Camera_Basic::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip ) { ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, this->projection ); } void Camera_Basic::Move( const Float3 &deltaPosition ) { this->translation += deltaPosition; } void Camera_Basic::Rotate( const Float3 &deltaAngularAxis ) { this->angularAxis += deltaAngularAxis; this->rotationIsOutOfDate = true; } const Quaternion & Camera_Basic::GetRotation() const { if( this->rotationIsOutOfDate ) { this->rotation = Rotation( this->angularAxis ); this->rotationIsOutOfDate = false; } return this->rotation; } Float3x3 & Camera_Basic::GetRotationMatrix( Float3x3 &targetMem ) const { return RotationMatrix( this->rotation, targetMem ); } Float4x4 & Camera_Basic::GetRotationMatrix( Float4x4 &targetMem ) const { return RotationMatrix( this->rotation, targetMem ); } Float4x4 & Camera_Basic::GetViewMatrix( Float4x4 &targetMem ) const { return ViewMatrix( this->GetRotation(), this->translation, targetMem ); } const Float4x4 & Camera_Basic::GetProjectionMatrix() const { return this->projection; } Float4x4 & Camera_Basic::GetViewsProjMatrix( Float4x4 &targetMem ) const { return TransformMatrix( this->projection, this->GetViewMatrix(), targetMem ); }