#pragma once //#include "../Utils/3DMaths.hpp" // Using PCH instead class Camera final { public: Camera(); ~Camera() {} Camera(Camera&&) = default; Camera& operator= (Camera&&) = default; Camera(Camera const&) = delete; Camera& operator= (Camera const&) = delete; M3D_VECTOR GetPos() const { return M3D_V4LoadF3(&mPos); } M3D_F3 GetPos3f() const { return mPos; } M3D_MATRIX GetView() const { return M3D_V4LoadF4x4(&mViewMat); } const M3D_F4X4& GetView4x4f() const { return mViewMat; } M3D_MATRIX GetProj() const { return M3D_V4LoadF4x4(&mProjMat); } const M3D_F4X4& GetProj4x4f() const { return mProjMat; } void SetPosition(const float x, const float y, const float z) { mPos = M3D_F3(x, y, z); } void SetPosition(const M3D_F3 v) { mPos = v; } void SetFrustrum(float fov, float r, float zn, float zf); void UpdateCamView(); void LookAt(M3D_VECTOR pos, M3D_VECTOR target, M3D_VECTOR worldUp); void LookAt(const M3D_F3& pos, const M3D_F3& target, const M3D_F3& up); void Strafe(float d); void Walk(float d); void Fly(float d); void Pitch(float angle); void Yaw(float angle); private: M3D_F4X4 mProjMat = M3D_MIdentity4x4(); M3D_F4X4 mViewMat = M3D_MIdentity4x4(); M3D_F3 mPos = {0.0f, 0.0f, 0.0f}; M3D_F3 mRight = {1.0f, 0.0f, 0.0f}; M3D_F3 mUp = {0.0f, 1.0f, 0.0f}; M3D_F3 mLook = {0.0f, 0.0f, 1.0f}; };