/*
* Camera.cs
* Authors: Bradley Blankenship
* Copyright (c) 2007-2008 Cornell University
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
namespace tAC_Engine.Graphics.Cameras
{
///
/// Represents the base for a series of Camera models, used for
/// storing and keeping track of cameras
///
public abstract class Camera
{
#region Fields
///
/// The view matrix for the Camera
///
protected Matrix mView = Matrix.Identity;
///
/// The projection matrix for the camera
///
protected Matrix mProjection = Matrix.Identity;
///
/// The eye position of the camera
///
protected Vector3 mEye = Vector3.Zero;
///
/// The lookAt vector of the camera
///
protected Vector3 mLookAt = Vector3.Forward;
///
/// The up vector of the camera
///
protected Vector3 mUp = Vector3.Up;
#endregion
#region Properties
///
/// Gets the view matrix
///
public Matrix View
{
get { return mView; }
}
///
/// Gets the projection matrix
///
public Matrix Projection
{
get { return mProjection; }
}
///
/// Gets/Sets the position of the camera eye via three dimensions
/// *Note* classes must override both getters and setters
///
public abstract Vector3 Eye
{
get;
set;
}
///
/// Gets/Sets the position of where the camera is looking at via three dimensions
/// *Note* classes must override both getters and setters
///
public abstract Vector3 LookAt
{
get;
set;
}
///
/// Gets/Sets the direction of where up is relative to the camera via three dimensions
/// *Note* classes must override both getters and setters
///
public abstract Vector3 Up
{
get;
set;
}
#endregion
#region Helpers
///
/// CreateView - Creates the view Matrix for the given Camera.
///
protected virtual void CreateView()
{
// Create the view matrix
mView = Matrix.CreateLookAt(mEye, mLookAt, mUp);
}
///
/// CreateProjection - Creates the projection Matrix for the given camera.
///
protected abstract void CreateProjection();
#endregion
}
}