4 #include <glm/vec3.hpp>
5 #include <glm/mat4x4.hpp>
29 const glm::vec3&
eye = glm::vec3(0, -10, 5),
30 float vAngle = -3.14f,
40 Camera(
const std::string& name,
53 void update(
double deltaT);
double cursorX
Definition: camera.hpp:67
void initializeLookupVector()
Definition: camera.cpp:66
bool animate(double time)
Definition: camera.cpp:165
bool movement()
Definition: camera.cpp:82
bool moved
Definition: camera.hpp:80
void draw() const
Definition: camera.cpp:77
glm::vec3 up
Definition: camera.hpp:73
glm::vec3 eye
Definition: camera.hpp:74
Implements the camera movement with user input.
Definition: camera.hpp:11
bool initState
Definition: camera.hpp:81
void setViewMatrix(const glm::mat4 &modelMatrix)
Definition: camera.cpp:59
glm::mat4 projectionMatrix
Definition: camera.hpp:77
double cursorY
Definition: camera.hpp:68
void setShader(Shader *)
Definition: camera.hpp:54
glm::vec3 pos
Definition: camera.hpp:75
Encapsulates the Rendering Engine, holds a complete scene and it's assets.
Definition: scene.hpp:71
Scene * scene
Definition: sceneObject.hpp:68
float farClip
Definition: camera.hpp:71
Camera(const std::string &name, Scene *scene, const glm::vec3 &eye=glm::vec3(0,-10, 5), float vAngle=-3.14f, float hAngle=3.14f, float fov=60.0f, float near=0.01f, float far=20.0f)
Construct new camera.
Definition: camera.cpp:10
glm::mat4 viewMatrix
Definition: camera.hpp:76
std::string name
Definition: sceneObject.hpp:73
glm::mat4 modelMatrix
Definition: sceneObject.hpp:71
glm::mat4 getViewMatrix() const
Definition: camera.hpp:63
Encapsulates a shader program.
Definition: shader.hpp:9
glm::mat4 getProjectionMatrix() const
Definition: camera.hpp:64
The base class of the objects which are rendered.
Definition: sceneObject.hpp:30
virtual ~Camera()
Definition: camera.cpp:72
float fov
Definition: camera.hpp:70
float getNearClip()
Definition: camera.hpp:58
void update(double deltaT)
Definition: camera.cpp:86
float nearClip
Definition: camera.hpp:72
float getFarClip()
Definition: camera.hpp:59