topical media & game development
graphic-directx-game-22-DisplacementMap-Camera.h / h
//=============================================================================
// Camera.h by Frank Luna (C) 2004 All Rights Reserved.
//=============================================================================
ifndef CAMERA_H
define CAMERA_H
include <d3dx9.h>
include <d3dUtil.h>
// Forward declaration.
class Terrain;
class Camera
{
public:
Camera();
const D3DXMATRIX& view() const;
const D3DXMATRIX& proj() const;
const D3DXMATRIX& viewProj() const;
const D3DXVECTOR3& right() const;
const D3DXVECTOR3& up() const;
const D3DXVECTOR3& look() const;
D3DXVECTOR3& pos();
void lookAt(D3DXVECTOR3& pos, D3DXVECTOR3& target, D3DXVECTOR3& up);
void setLens(float fov, float aspect, float nearZ, float farZ);
void setSpeed(float s);
// Box coordinates should be relative to world space.
bool isVisible(const AABB& box)const;
void update(float dt, Terrain* terrain, float offsetHeight);
protected:
void buildView();
void buildWorldFrustumPlanes();
protected:
D3DXMATRIX mView;
D3DXMATRIX mProj;
D3DXMATRIX mViewProj;
// Relative to world space.
D3DXVECTOR3 mPosW;
D3DXVECTOR3 mRightW;
D3DXVECTOR3 mUpW;
D3DXVECTOR3 mLookW;
float mSpeed;
// Frustum Planes
D3DXPLANE mFrustumPlanes[6]; // [0] = near
// [1] = far
// [2] = left
// [3] = right
// [4] = top
// [5] = bottom
};
endif // CAMERA_H
(C) Æliens
20/2/2008
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