4 #include <glm/gtx/quaternion.hpp>
22 Camera(
const glm::vec3 &cameraPosition,
int width,
int height);
32 std::vector<glm::vec4> getPlanes()
const;
56 bool canClipPoint(
const glm::vec4 &point,
float threshold = 0.0f)
const;
58 bool canClipBox(
const glm::vec3 &mi,
const glm::vec3 &ma)
const;
60 void setCulling(
bool c) { _doCulling = c; }
62 bool isShadow()
const {
return _isShadow; }
63 void setShadow(
bool f) { _isShadow = f; }
65 glm::quat getRotation()
const {
return _cameraRotation; }
67 glm::mat4 computeRotation(
int x,
int y,
float dt);
69 glm::vec3 _cameraPosition;
70 glm::quat _cameraRotation;
72 int _mouseStartX, _mouseStartY;
75 glm::mat4 _viewMatrix;
76 glm::mat4 _inverseViewMatrix;
77 glm::mat4 _projectionMatrix;
88 std::vector<glm::vec4*> _faces;