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Camera.cpp
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Camera.cpp
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#include "Camera.h"
void Camera::updateCameraVectors()
{
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);
this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp));
this->Up = glm::normalize(glm::cross(this->Right, this->Front));
}
Camera::Camera(glm::vec3 position, glm::vec3 up, GLfloat yaw, GLfloat pitch) :Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(MOUSESPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
{
this->Position = position;
this->WorldUp = up;
this->Yaw = yaw;
this->Pitch = pitch;
this->updateCameraVectors();
}
Camera::Camera(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(MOUSESPEED), 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 Camera::GetViewMatrix()
{
return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
}
void Camera::ProcessKeyboard(Camera_movement direction, GLfloat deltaTime)
{
GLfloat velocity = this->MovementSpeed*deltaTime;
if (direction == FORWARD)
//this->Position += this->Front*velocity;
this->Position += glm::vec3(this->Front.x, 0, this->Front.z)*velocity;
if (direction == BACKWARD)
//this->Position -= this->Front*velocity;
this->Position -= glm::vec3(this->Front.x, 0, this->Front.z)*velocity;
if (direction == LEFT)
this->Position -= glm::vec3(this->Right.x, 0, this->Right.z)*velocity;
//this->Position -= this->Right*velocity;
if (direction == RIGHT)
this->Position += glm::vec3(this->Right.x, 0, this->Right.z)*velocity;
//this->Position += this->Right*velocity;
if (direction == UP)
this->Position.y += velocity;
if (direction == DOWN)
this->Position.y -= velocity;
}
void Camera::ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch)
{
xoffset *= this->MouseSensitivity;
yoffset *= this->MouseSensitivity;
this->Yaw += xoffset;
this->Pitch += yoffset;
if (constrainPitch)
{
if (this->Pitch > 89.0f)
this->Pitch = 89.0f;
if (this->Pitch < -89.0f)
this->Pitch = -89.0f;
}
this->updateCameraVectors();
}
void Camera::ProcessMouseScroll(GLfloat yoffset)
{
if (this->Zoom >= 1.0f && this->Zoom <= 45.0f)
this->Zoom -= yoffset;
if (this->Zoom <= 1.0f)
this->Zoom = 1.0f;
if (this->Zoom >= 45.0f)
this->Zoom = 45.0f;
}