#ifndef FE_CAMERA #define FE_CAMERA #include struct fe_camera { fe_ipoint pos; // point of view fe_fpoint pos_temp; // floating copy used while moving double dh, dv, roll; }; typedef struct fe_camera fe_camera; /** * @brief Sets up the translation matrices for a new rendering cycle * There is no need to call this function if you have already called render_update() * * @param[in] dh Camera's horizontal direction (rad) * @param[in] dv Camera's vertical direction (rad) * @param[in] roulis Optionnal rotation around the middle of the screen * @param[in] camera The camera's coordinates, as an integer position */ void fe_view_set_param(const double dh, const double dv, const double roulis, const fe_ipoint * camera); void fe_view_set(const fe_camera * cam); #endif