| 32 | }; |
| 33 | |
| 34 | class Camera |
| 35 | { |
| 36 | public: |
| 37 | void update(float deltaTime); |
| 38 | |
| 39 | // Update camera passing separate axis data (gamepad) |
| 40 | // Returns true if view or position has been changed |
| 41 | bool update_gamepad(glm::vec2 axis_left, glm::vec2 axis_right, float delta_time); |
| 42 | |
| 43 | CameraType type = CameraType::LookAt; |
| 44 | |
| 45 | glm::vec3 rotation = glm::vec3(); |
| 46 | glm::vec3 position = glm::vec3(); |
| 47 | |
| 48 | float rotation_speed = 1.0f; |
| 49 | float translation_speed = 1.0f; |
| 50 | |
| 51 | bool updated = false; |
| 52 | |
| 53 | struct |
| 54 | { |
| 55 | glm::mat4 perspective; |
| 56 | glm::mat4 view; |
| 57 | } matrices; |
| 58 | |
| 59 | struct |
| 60 | { |
| 61 | bool left = false; |
| 62 | bool right = false; |
| 63 | bool up = false; |
| 64 | bool down = false; |
| 65 | } keys; |
| 66 | |
| 67 | bool moving(); |
| 68 | |
| 69 | float get_near_clip(); |
| 70 | |
| 71 | float get_far_clip(); |
| 72 | |
| 73 | void set_perspective(float fov, float aspect, float znear, float zfar); |
| 74 | |
| 75 | void update_aspect_ratio(float aspect); |
| 76 | |
| 77 | void set_position(const glm::vec3 &position); |
| 78 | |
| 79 | void set_rotation(const glm::vec3 &rotation); |
| 80 | |
| 81 | void rotate(const glm::vec3 &delta); |
| 82 | |
| 83 | void set_translation(const glm::vec3 &translation); |
| 84 | |
| 85 | void translate(const glm::vec3 &delta); |
| 86 | |
| 87 | private: |
| 88 | float fov; |
| 89 | float znear, zfar; |
| 90 | |
| 91 | void update_view_matrix(); |
nothing calls this directly
no outgoing calls
no test coverage detected