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Camera.h
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212 lines (66 loc) · 2.33 KB
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#pragma once
class Camera
{
private:
XMMATRIX viewMatrix;
XMMATRIX perspectiveMatrix;
XMVECTOR right;
XMVECTOR up;
XMVECTOR forward;
XMVECTOR moveUp;
XMFLOAT3 pos;
float pitch;
float yaw;
float rotationSpeed;
float speed;
float viewDistance;
float fov;
float aspectRatio;
float nearZ;
float farZ;
XMVECTOR direction;
XMVECTOR lookAt = DirectX::XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
XMVECTOR upVector = DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
public:
Camera();
Camera(float fov, float aspectRatio, float nearZ, float farZ, float rotationSpeed, float speed, XMFLOAT3 position);
float GetNearZ();
float GetFarZ();
float GetRatio();
float GetFov();
XMMATRIX ViewProj()const;
XMFLOAT3 GetPosition()const;
XMVECTOR GetUpVector();
XMFLOAT3 GetPosition();
XMMATRIX GetViewMatrix();
XMMATRIX GetPerspectiveMatrix();
// Define camera space via LookAt parameters.
void LookAt(FXMVECTOR pos, FXMVECTOR target, FXMVECTOR worldUp);
void LookAt(const XMFLOAT3& pos, const XMFLOAT3& target, const XMFLOAT3& up);
void MoveRight(float dt);
void MoveForward(float dt);
void MoveUpDown(float dt);
void Rotate(float dx, float dy);
void Update(float dt);
void SetPos(XMFLOAT3 pos);
void SetTargetPosition(float x, float y, float z);
void SetUpvector(float x, float y, float z);
void SetViewMatrixForCube(XMVECTOR eye, XMVECTOR lookAt, XMVECTOR upVec);
static XMMATRIX computeViewProjectionMatrix(const Camera& camera);
//static void setFrustrum(const float fieldOfViewY,
// const float aspect,
// const float nearPlaneZ,
// const float farPlaneZ,
// Camera& camera);
/*static void setCoordinateSystem(const DirectX::XMFLOAT3& position,
const DirectX::XMFLOAT3& target,
const DirectX::XMFLOAT3& up,
Camera& camera);*/
// Set frustum.
void SetLens(float fovY, float aspect, float zn, float zf);
void UpdateViewMatrix();
static void updateViewMatrix(Camera& camera);
float cubeX;
float cubeY;
};
//this is easter egg. Congratz on finding it. Now get our of here and go back to the code