diff options
Diffstat (limited to 'src/graphics/Camera3D.cpp')
-rw-r--r-- | src/graphics/Camera3D.cpp | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/src/graphics/Camera3D.cpp b/src/graphics/Camera3D.cpp new file mode 100644 index 0000000..eb740e4 --- /dev/null +++ b/src/graphics/Camera3D.cpp @@ -0,0 +1,79 @@ +#include "Camera3D.hpp" + +Camera3D::Camera3D(glm::vec3 position, glm::vec3 up, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), + MovementSpeed(SPEED), + MouseSensitivity(SENSITIVTY), + Zoom(ZOOM) { + this->Position = position; + this->WorldUp = up; + this->Yaw = yaw; + this->Pitch = pitch; + this->updateCameraVectors(); +} + +Camera3D::Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, + GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), + Zoom(ZOOM) { + this->Position = glm::vec3(posX, posY, posZ); + this->WorldUp = glm::vec3(upX, upY, upZ); + this->Yaw = yaw; + this->Pitch = pitch; + this->updateCameraVectors(); +} + +glm::mat4 Camera3D::GetViewMatrix() { + return glm::lookAt(this->Position, this->Position + this->Front, this->Up); +} + +void Camera3D::ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime) { + GLfloat velocity = this->MovementSpeed * deltaTime; + if (direction == FORWARD) + this->Position += this->Front * velocity; + if (direction == BACKWARD) + this->Position -= this->Front * velocity; + if (direction == LEFT) + this->Position -= this->Right * velocity; + if (direction == RIGHT) + this->Position += this->Right * velocity; +} + +void Camera3D::ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch) { + xoffset *= this->MouseSensitivity; + yoffset *= this->MouseSensitivity; + + this->Yaw += xoffset; + this->Pitch += yoffset; + + // Make sure that when pitch is out of bounds, screen doesn't get flipped + if (constrainPitch) { + if (this->Pitch > 89.0f) + this->Pitch = 89.0f; + if (this->Pitch < -89.0f) + this->Pitch = -89.0f; + } + + // Update Front, Right and Up Vectors using the updated Eular angles + this->updateCameraVectors(); +} + +void Camera3D::ProcessMouseScroll(GLfloat yoffset) { + if (this->Zoom >= 1.0f && this->Zoom <= 45.0f) + this->Zoom -= yoffset/5.0f; + if (this->Zoom <= 1.0f) + this->Zoom = 1.0f; + if (this->Zoom >= 45.0f) + this->Zoom = 45.0f; +} + +void Camera3D::updateCameraVectors() { + // Calculate the new Front vector + glm::vec3 front; + front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch)); + front.y = sin(glm::radians(this->Pitch)); + front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch)); + this->Front = glm::normalize(front); + // Also re-calculate the Right and Up vector + this->Right = glm::normalize(glm::cross(this->Front, + this->WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. + this->Up = glm::normalize(glm::cross(this->Right, this->Front)); +} |