// // Created by Иван Ильин on 14.01.2021. // #ifndef ENGINE_CAMERA_H #define ENGINE_CAMERA_H #include #include "Screen.h" #include "Plane.h" #include "Mesh.h" class Camera : public Object, public Animatable{ private: Point4D _angleLeftUpLookAt; Point4D _left = Point4D{1, 0, 0, 0}; // internal X Point4D _up = Point4D{0, 1, 0, 0}; // internal Y Point4D _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 std::vector _triangles; std::vector _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& project(std::shared_ptr mesh); void clear(); [[nodiscard]] int buffSize() const { return _triangles.size(); } std::vector& sorted(); [[nodiscard]] Point4D position() const override { return _position; } [[nodiscard]] Point4D angle() const override { return _angle; } [[nodiscard]] Point4D angleLeftUpLookAt() const { return _angleLeftUpLookAt; } [[nodiscard]] Point4D eye() const { return _position; } [[nodiscard]] Point4D left() const { return _left; } [[nodiscard]] Point4D right() const { return -_left; } [[nodiscard]] Point4D up() const { return _up; } [[nodiscard]] Point4D down() const { return -_up; } [[nodiscard]] Point4D lookAt() const { return _lookAt; } void translate(const Point4D& dv) override { _position = _position + dv; for(auto attached : _attachedObjects) attached->translate(dv); } void translateToPoint(const Point4D& point); void rotateX(double rx); void rotateY(double ry); void rotateZ(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 body around XYZ by (r.x, r.y, r.z) radians relative val 'point4D' void rotateRelativePoint(const Point4D& s, const Point4D& r) override; // Rotate body 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