52 lines
1.4 KiB
C
52 lines
1.4 KiB
C
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#ifndef GL_CAMERA_H
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#define GL_CAMERA_H
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#include <SDL.h>
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#include <SDL_opengl.h>
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#include "math3d.h"
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#include "Singleton.h"
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namespace OpenGL {
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class Camera {
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public:
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Camera();
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void setSpeed(float forward_is_positive);
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void setRotating(bool demo);
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void setCamGravity(bool demo);
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void rotateView(float x, float y, float z);
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void rotateAround(const Vector3D & c, float x, float y, float z);
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void translateBy(const Vector3D & t);
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void translateTo(const Vector3D & e);
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void setVectors(const Vector3D & e, const Vector3D & c, const Vector3D & u);
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void moveByMouse();
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void interpolate(const Vector3D & to, const Uint32 & start, const Uint32 & end);
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void setFollowMode(const Vector3D & target);
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void releaseFollowMode();
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void update(Uint32 dt);
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Vector3D & getEye() { return eye; }
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Vector3D & getCenter() { return center; }
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Vector3D & getUp() { return up; }
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private:
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void update_game(Uint32 dt);
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Vector3D eye;
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Vector3D center;
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Vector3D up;
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float speed;
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bool doRotate;
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bool camGravity;
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bool gameCamMode;
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Vector3D const * followTarget;
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Vector3D interpolateFrom;
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Vector3D interpolateTo;
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Uint32 interpolateStart;
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Uint32 interpolateEnd;
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};
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using namespace Loki;
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typedef SingletonHolder<Camera, CreateUsingNew, DefaultLifetime,
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SingleThreaded> CameraHolder;
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}
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#endif
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