//========= 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