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camera.hpp
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#ifndef CAMERA_H
#define CAMERA_H
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/transform.hpp>
#ifdef WIN32
#include <DirectXMath.h>
#endif
class Camera {
public:
Camera();
glm::mat4 GetViewMatrix();
#ifdef WIN32
DirectX::XMMATRIX GetViewMatrix_D3D11();
DirectX::XMVECTOR GetPos_D3D11();
#endif
void Update(float);
glm::vec3 pos, lookdir, up, vel; // in world coordinates
void MoveUp(float dist);
void MoveDown(float dist);
void MoveLeft(float dist);
void MoveRight(float right);
void MoveFront(float dist);
void MoveBack(float dist);
void RollClockwise(float rad);
void RollCounterClockwise(float rad);
void LookLeft(float rad);
void LookRight(float rad);
void LookUp(float rad);
void LookDown(float rad);
void RotateAlongPoint(glm::vec3 p, glm::vec3 local_axis, float rad);
void InitForHelpInfo();
private:
void do_MoveInLocalCoords(glm::vec3 local_dir, float dist);
void do_RotateInLocalCoords(glm::vec3 local_axis, float rad);
};
#endif