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#include <glm/gtc/matrix_transform.hpp>
#include "Camera.hpp"
using namespace glm;
Camera::Camera(vec3 a_pos, vec3 a_front, vec3 a_up,
GLfloat a_yaw, GLfloat a_pitch)
{
position = a_pos;
up = a_up;
world_up = up;
yaw = a_yaw;
pitch = a_pitch;
move_speed = 1.0f;
mouse_sensitivity = 0.25f;
fov = radians(45.0f);
near = 0.1f;
far = 100.0f;
UpdateVectors();
}
mat4 Camera::GetProjViewMatrix(int w_width, int w_height)
{
return
perspective(fov,
(GLfloat)w_width / (GLfloat)w_height, near, far) *
lookAt(position, position + front, up);
}
mat4 Camera::GetSkyboxMatrix(int w_width, int w_height)
{
return
perspective(fov,
(GLfloat)w_width / (GLfloat)w_height, near, far) *
mat4(mat3(lookAt(position, position + front, up)));
}
void Camera::Movement(camera_move direction, GLfloat delta_time)
{
GLfloat velocity;
velocity = move_speed * delta_time;
switch(direction) {
case FORWARD:
position += front * velocity;
break;
case BACKWARD:
position -= front * velocity;
break;
case LEFT:
position -= right * velocity;
break;
case RIGHT:
position += right * velocity;
break;
}
UpdateVectors();
}
void Camera::UpdateView(GLfloat delta_x, GLfloat delta_y)
{
yaw += delta_x * mouse_sensitivity;
pitch -= delta_y * mouse_sensitivity; // if '+' then inverse
if(pitch > 89.0f)
pitch = 89.0f;
else if(pitch < -89.0f)
pitch = -89.0f;
UpdateVectors();
}
void Camera::UpdateFov(GLfloat delta_y)
{
if(!delta_y)
return;
fov -= radians(delta_y);
if(fov > radians(45.0f))
fov = radians(45.0f);
else if(fov < radians(1.0f))
fov = radians(1.0f);
}
void Camera::UpdateVectors()
{
front.x = cos(radians(yaw)) * cos(radians(pitch));
front.y = sin(radians(pitch));
front.z = sin(radians(yaw)) * cos(radians(pitch));
/* Normalize the vectors, because their length gets closer to 0
the more you look up or down which results in slower movement. */
right = normalize(cross(front, world_up));
up = normalize(cross(right, front));
}
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