Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

57 lines
1.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A set of utilities to deal with camera transforms
//
//===========================================================================//
#ifndef CAMERAUTILS_H
#define CAMERAUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier2/tier2.h"
#include "Color.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class Vector;
class QAngle;
class IMaterial;
struct matrix3x4_t;
class VMatrix;
//-----------------------------------------------------------------------------
// Camera state
// TODO: Maybe this should be a base class of CViewSetup?
//-----------------------------------------------------------------------------
struct Camera_t
{
Vector m_origin;
QAngle m_angles;
float m_flFOV;
float m_flZNear;
float m_flZFar;
};
//-----------------------------------------------------------------------------
// accessors for generated matrices
//-----------------------------------------------------------------------------
void ComputeViewMatrix( VMatrix *pWorldToCamera, const Camera_t& camera );
void ComputeViewMatrix( matrix3x4_t *pWorldToCamera, const Camera_t& camera );
void ComputeProjectionMatrix( VMatrix *pCameraToProjection, const Camera_t& camera, int width, int height );
//-----------------------------------------------------------------------------
// Computes the screen space position given a screen size
//-----------------------------------------------------------------------------
void ComputeScreenSpacePosition( Vector2D *pScreenPosition, const Vector &vecWorldPosition,
const Camera_t &camera, int width, int height );
#endif // CAMERAUTILS_H