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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Camera class - Position and Point of View
*/
#ifndef Camera_h
#define Camera_h
// +--------------------------------------------------------------------+
#include "Types.h"
#include "Geometry.h"
// +--------------------------------------------------------------------+
class Camera
{
public:
static const char* TYPENAME() { return "Camera"; }
Camera(double x=0.0, double y=0.0, double z=0.0);
virtual ~Camera();
void Aim(double roll, double pitch, double yaw) { orientation.Rotate(roll, pitch, yaw); }
void Roll(double roll) { orientation.Roll(roll); }
void Pitch(double pitch) { orientation.Pitch(pitch); }
void Yaw(double yaw) { orientation.Yaw(yaw); }
void MoveTo(double x, double y, double z);
void MoveTo(const Point& p);
void MoveBy(double dx, double dy, double dz);
void MoveBy(const Point& p);
void Clone(const Camera& cam);
void LookAt(const Point& target);
void LookAt(const Point& target, const Point& eye, const Point& up);
bool Padlock(const Point& target, double alimit=-1, double e_lo=-1, double e_hi=-1);
Point Pos() const { return pos; }
Point vrt() const { return Point(orientation(0,0), orientation(0,1), orientation(0,2)); }
Point vup() const { return Point(orientation(1,0), orientation(1,1), orientation(1,2)); }
Point vpn() const { return Point(orientation(2,0), orientation(2,1), orientation(2,2)); }
const Matrix& Orientation() const { return orientation; }
protected:
Point pos;
Matrix orientation;
};
#endif // Camera_h
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