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Camera3D.h
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#pragma once
#include "irrlicht.h"
#include "IrrManagers.h"
#include "DebugVisual.h"
#include "Material.h"
#include "Vector2D.h"
#include "Vector3D.h"
#include "LuaLime.h"
#include <string>
#include <vector>
#include "Compatible3D.h"
class Camera3D : public Compatible3D {
public:
irr::scene::ICameraSceneNode* camera;
irr::scene::ISceneNode* forwardChild;
irr::scene::ISceneNode* leftChild;
DebugSceneNode* d;
Camera3D();
Camera3D(const Camera3D& other);
//~Camera3D() { destroy(); }
irr::scene::ICameraSceneNode* createCamera();
void destroy();
Vector3D getPosition();
void setPosition(const Vector3D& pos);
Vector3D getRotation();
void setRotation(const Vector3D& rot);
void setTargetBind(bool val);
float getNearPlane();
void setNearPlane(float val);
float getFarPlane();
void setFarPlane(float val);
Vector2D getPlanes();
void setPlanes(const Vector2D& planes);
float getFOV();
void setFOV(float val);
bool getVisible();
void setVisible(bool val);
Vector3D getForward();
Vector3D getLeft();
Vector3D getUp();
void setUp(const Vector3D& up);
void setActive();
float getAspect();
void setAspect(float a);
bool getOrtho();
void setOrtho(bool val);
bool getDebug();
void setDebug(bool visible);
void addToRenderQueue();
irr::scene::ISceneNode* getNode() const override { return camera; }
};
void bindCamera3D();