/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #ifndef WINTERMUTE_CAMERA3D_H #define WINTERMUTE_CAMERA3D_H #include "common/memstream.h" #include "engines/wintermute/base/base_named_object.h" #include "engines/wintermute/base/gfx/xmath.h" namespace Wintermute { class Camera3D : public BaseNamedObject { public: void move(float speed); void rotateView(float x, float y, float z); void setupPos(DXVector3 pos, DXVector3 target, float bank = 0); bool getViewMatrix(DXMatrix *viewMatrix); Camera3D(BaseGame *inGame); virtual ~Camera3D(); DXVector3 _position; DXVector3 _target; float _bank; float _fov; float _origFov; float _nearClipPlane; float _farClipPlane; }; } // namespace Wintermute #endif