bullet3/examples/OpenGLWindow/SimpleCamera.h
erwin coumans 32eccdff61 Create project file for BussIK inverse kinematics library (premake, cmake)
URDF/SDF: add a flag to force concave mesh collisiofor static objects. <collision concave="yes" name="pod_collision">
VR: support teleporting using buttong, allow multiple controllers to be used, fast wireframe rendering,
Turn off warnings about deprecated C routine in btScalar.h/b3Scalar.h
Add a dummy return to stop a warning
Expose defaultContactERP in shared memory api/pybullet.
First start to expose IK in shared memory api/pybullet (not working yet)
2016-09-08 15:15:58 -07:00

50 lines
1.5 KiB
C

#ifndef SIMPLE_CAMERA_H
#define SIMPLE_CAMERA_H
#include "../CommonInterfaces/CommonCameraInterface.h"
struct SimpleCamera : public CommonCameraInterface
{
struct SimpleCameraInternalData* m_data;
SimpleCamera();
virtual ~SimpleCamera();
void update();
virtual void getCameraProjectionMatrix(float m[16]) const;
virtual void getCameraViewMatrix(float m[16]) const;
virtual void setVRCamera(const float viewMat[16], const float projectionMatrix[16]);
virtual void setVRCameraOffsetTransform(const float offset[16]);
virtual void disableVRCamera();
virtual bool isVRCamera() const;
virtual void getCameraTargetPosition(float pos[3]) const;
virtual void getCameraPosition(float pos[3]) const;
virtual void getCameraTargetPosition(double pos[3]) const;
virtual void getCameraPosition(double pos[3]) const;
virtual void setCameraTargetPosition(float x,float y,float z);
virtual void setCameraDistance(float dist);
virtual float getCameraDistance() const;
virtual void setCameraUpVector(float x,float y, float z);
void getCameraUpVector(float up[3]) const;
///the setCameraUpAxis will call the 'setCameraUpVector' and 'setCameraForwardVector'
virtual void setCameraUpAxis(int axis);
virtual int getCameraUpAxis() const;
virtual void setCameraYaw(float yaw);
virtual float getCameraYaw() const;
virtual void setCameraPitch(float pitch);
virtual float getCameraPitch() const;
virtual void setAspectRatio(float ratio);
virtual float getAspectRatio() const;
};
#endif //SIMPLE_CAMERA_H