#pragma once #include #include #include #include "Gui.h" #include "Pub_Sub.h" #include "util.hpp" /** * * Camera * * Camera provides a convenient way to create 3d vectors and positions which represent a camera. It provides physics * to move the camera around in 3d space as well as impulse and friction control to alter its movement characteristics * */ class Camera : public VrEventSubscriber, private Gui{ public: enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN }; Camera(); // TODO: Remove dependency on getting a window ptr. Instead provide window interface to get and set mouse position Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow *window); ~Camera(); int set_position(sf::Vector3f position); // Apply an incoming impule to the velocity vector int add_static_impulse(sf::Vector3f impulse); // Apply an impulse in one of the 6 relative directions with a certain magnitude int add_relative_impulse(DIRECTION direction, float speed); int slew_camera(sf::Vector2f input); void set_camera_direction(sf::Vector2f input); void set_camera_direction(sf::Vector3f input); int update(double delta_time); void look_at_center(); // TODO: Raw ptr's SHARED_PTR with CL, bad idea sf::Vector2f* get_direction_pointer(); sf::Vector3f* get_position_pointer(); sf::Vector3f* get_movement_pointer(); sf::Vector3f get_movement(); sf::Vector3f get_position(); sf::Vector2f get_direction(); void setSpeed(float speed); float getSpeed(); void event_handler(VrEventPublisher *publisher, std::unique_ptr event) override; virtual void render_gui() override; virtual void update_gui() override; private: float friction_coefficient = 0.1f; float default_impulse = 0.01f; // 3D vector sf::Vector3f movement; // XYZ sf::Vector3f position; // These are spherical coords sf::Vector2f direction; bool mouse_enabled = true; sf::Vector2i deltas; sf::Vector2i fixed; sf::Vector2i prev_pos; sf::RenderWindow *window; };