Add basic camera controls
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33
Camera.cpp
33
Camera.cpp
@@ -1,13 +1,13 @@
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#include "Camera.h"
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#include "eventActions.h"
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/ext/matrix_transform.hpp>
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Camera::Camera(float fov, int width, int height) {
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//projectionMatrix = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -10.f, 100.0f);
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this->fov = fov;
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projectionMatrix = glm::perspective(this->fov/2.0f, (float)width / (float)height, 0.1f, 1000.0f);
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viewMatrix = glm::mat4(1.0f);
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updateAspectRatio(width, height);
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updateVPM();
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}
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@@ -20,10 +20,35 @@ void Camera::updateVPM() {
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}
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void Camera::updateAspectRatio(int width, int height) {
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//projectionMatrix = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -10.f, 100.0f);
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projectionMatrix = glm::perspective(fov/2.0f, (float)width / (float)height, 0.1f, 1000.0f);
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updateVPM();
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}
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void Camera::translate(glm::vec3 vector) {
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viewMatrix = glm::translate(viewMatrix, vector * -1.0f);
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void Camera::translate(glm::vec3 translateVector) {
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position += translateVector;
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viewMatrix = glm::translate(viewMatrix, translateVector * -1.0f);
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}
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void Camera::lookAtTarget(glm::vec3 target) {
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viewMatrix = glm::lookAt(position, target, upVec);
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}
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void Camera::lookForward() {
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viewMatrix = glm::lookAt(position, position + frontVec, upVec);
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}
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void Camera::updatePositionFromKeyboardInput(bool *actionCameraRegister) {
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if(actionCameraRegister[cameraForward])
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position += speed * frontVec;
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if(actionCameraRegister[cameraBackward])
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position -= speed * frontVec;
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if(actionCameraRegister[cameraLeft])
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position -= speed * glm::cross(frontVec, upVec);
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if(actionCameraRegister[cameraRight])
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position += speed * glm::cross(frontVec, upVec);
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if(actionCameraRegister[cameraUp])
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position += speed * upVec;
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if(actionCameraRegister[cameraDown])
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position -= speed * upVec;
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}
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