#include "Camera.h" #include "eventActions.h" Camera::Camera(float fov, int width, int height) { this->fov = fov; viewMatrix = glm::mat4(1.0f); updateAspectRatio(width, height); updateVPM(); } glm::mat4 Camera::getViewProj() { return viewProjectionMatrix; } void Camera::updateVPM() { viewProjectionMatrix = projectionMatrix * viewMatrix; } void Camera::updateAspectRatio(int width, int height) { //projectionMatrix = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -10.f, 100.0f); projectionMatrix = glm::perspective(fov/2.0f, (float)width / (float)height, 0.1f, 1000.0f); updateVPM(); } void Camera::translate(glm::vec3 translateVector) { position += translateVector; viewMatrix = glm::translate(viewMatrix, translateVector * -1.0f); } void Camera::lookAtTarget(glm::vec3 target) { viewMatrix = glm::lookAt(position, target, upVec); } void Camera::lookForward() { viewMatrix = glm::lookAt(position, position + frontVec, upVec); } void Camera::updatePositionFromKeyboardInput(bool *actionCameraRegister, float deltaTime) { glm::vec3 frontVecWithoutY = glm::vec3(frontVec.x, 0.0f, frontVec.z); glm::vec3 deltaPos = glm::vec3(0.0f, 0.0f, 0.0f); if(actionCameraRegister[cameraForward]) deltaPos += speed * deltaTime * glm::normalize(frontVecWithoutY); if(actionCameraRegister[cameraBackward]) deltaPos -= speed * deltaTime * glm::normalize(frontVecWithoutY); if(actionCameraRegister[cameraLeft]) deltaPos -= speed * deltaTime * glm::normalize(glm::cross(frontVec, upVec)); if(actionCameraRegister[cameraRight]) deltaPos += speed * deltaTime * glm::normalize(glm::cross(frontVec, upVec)); if(actionCameraRegister[cameraUp]) deltaPos += speed * deltaTime * upVec; if(actionCameraRegister[cameraDown]) deltaPos -= speed * deltaTime * upVec; position += deltaPos; } void Camera::updateDirectionFromMouseInput(float deltaCursorX, float deltaCursorY) { if(deltaCursorX==0 && deltaCursorY==0) return; yaw += deltaCursorX; pitch += deltaCursorY; if(pitch > 89.0f) pitch = 89.0f; if(pitch < -89.0f) pitch = -89.0f; direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); direction.y = sin(glm::radians(pitch)); direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); frontVec = glm::normalize(direction); }