shooter/engine/Camera.h

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2021-09-13 15:53:43 +03:00
//
// Created by Иван Ильин on 14.01.2021.
//
#ifndef ENGINE_CAMERA_H
#define ENGINE_CAMERA_H
#include <vector>
#include "Screen.h"
#include "Plane.h"
#include "Mesh.h"
class Camera : public Object, public Animatable{
private:
Point4D p_angleLeftUpLookAt;
Point4D p_left = Point4D{1, 0, 0, 0}; // internal X
Point4D p_up = Point4D{0, 1, 0, 0}; // internal Y
Point4D p_lookAt = Point4D{0, 0, 1, 0}; // internal Z
Matrix4x4 S; // screen space matrix
Matrix4x4 P; // projections matrix
Matrix4x4 V; // camera matrix
double aspect = 0;
// To accelerate calculations we can use precalculated matrix that does not chance
Matrix4x4 SP; // screen-space-projections matrix
Matrix4x4 VM; // camera-model-animation matrix
std::vector<Triangle> triangles;
std::vector<Plane> clipPlanes;
bool ready = false;
double w = 0;
double h = 0;
public:
Camera() = default;
Camera(const Camera& camera) = delete;
void init(int width, int height, double fov = 110.0, double ZNear = 0.1, double ZFar = 5000.0);
std::vector<Triangle>& project(Mesh& mesh, Screen::ViewMode mode);
void record();
[[nodiscard]] int buffSize() const { return triangles.size(); }
std::vector<Triangle>& sorted();
[[nodiscard]] Point4D position() const override { return p_position; }
[[nodiscard]] Point4D angle() const override { return p_angle; }
[[nodiscard]] Point4D angleLeftUpLookAt() const { return p_angleLeftUpLookAt; }
[[nodiscard]] Point4D eye() const { return p_position; }
[[nodiscard]] Point4D left() const { return p_left; }
[[nodiscard]] Point4D right() const { return -p_left; }
[[nodiscard]] Point4D up() const { return p_up; }
[[nodiscard]] Point4D down() const { return -p_up; }
[[nodiscard]] Point4D lookAt() const { return p_lookAt; }
void translate(const Point4D& dv) override {
p_position += dv;
if(v_attached.empty())
return;
for(const auto& attached : v_attached)
attached->translate(dv);
}
void translate(double dx, double dy, double dz) {
translate(Point4D{dx, dy, dz});
}
void translateToPoint(const Point4D& point);
void rotateX(double rx);
void rotateY(double ry);
void rotateZ(double rz);
void rotate(double rx, double ry, double rz);
void rotate(const Point4D& r) override;
void rotate(const Point4D& v, double rv) override;
void rotateLeft(double rl);
void rotateUp(double ru);
void rotateLookAt(double rlAt);
// Rotate mesh around XYZ by (rx, ry, rz) radians relative val 'point4D'
void rotateRelativePoint(const Point4D& s, double rl, double ru, double rlAt);
// Rotate mesh around XYZ by (r.x, r.y, r.z) radians relative val 'point4D'
void rotateRelativePoint(const Point4D& s, const Point4D& r) override;
// Rotate mesh around normalised vector 'v' by 'r' radians relative val 'point4D'
void rotateRelativePoint(const Point4D& s, const Point4D& v, double r) override;
};
#endif //INC_3DZAVR_CAMERA_H