#ifndef BLOBS_GRAPHICS_CAMERA_HPP_
#define BLOBS_GRAPHICS_CAMERA_HPP_
-#include "glm.hpp"
+#include "../math/glm.hpp"
namespace blobs {
+namespace creature {
+ class Creature;
+}
+namespace world {
+ class Body;
+}
namespace graphics {
class Camera {
public:
- Camera() noexcept;
+ explicit Camera(const world::Body &) noexcept;
~Camera() noexcept;
Camera(const Camera &) = delete;
Camera &operator =(Camera &&) = delete;
public:
- void FOV(float f) noexcept;
- void Aspect(float r) noexcept;
- void Aspect(float w, float h) noexcept;
- void Clip(float near, float far) noexcept;
+ Camera &FOV(float f) noexcept;
+ Camera &Aspect(float r) noexcept;
+ Camera &Aspect(float w, float h) noexcept;
+ Camera &Clip(float near, float far) noexcept;
+
+ const world::Body &Reference() const noexcept { return *ref; }
+ Camera &Reference(const world::Body &) noexcept;
+
+ /// standing on given surface, with pos.z being elevation over NN
+ /// looking at given coordinates
+ Camera &FirstPerson(int surface, const glm::vec3 &pos, const glm::vec3 &at) noexcept;
+ /// looking straight down at surface from above
+ Camera &MapView(int surface, const glm::vec3 &pos, float roll = 0.0f) noexcept;
+ /// look at center, position relative to orbital reference plane for children
+ Camera &Orbital(const glm::vec3 &pos) noexcept;
+ /// look at creature from above
+ Camera &TopDown(const creature::Creature &, double distance, double roll = 0.0f);
+ /// look at creature from the side, angle in euler (ZXY in surface reference plane)
+ Camera &Radial(const creature::Creature &, double distance, const glm::dvec3 &angle);
const glm::mat4 &Projection() const noexcept { return projection; }
const glm::mat4 &View() const noexcept { return view; }
- void View(const glm::mat4 &v) noexcept;
+ glm::mat4 Model(const world::Body &) const noexcept;
private:
void UpdateProjection() noexcept;
glm::mat4 projection;
glm::mat4 view;
+ // reference frame
+ const world::Body *ref;
+ // track reference body's orientation
+ bool track_orient;
+
};
}