Files
fall-fever/src/Camera.cpp
2021-01-13 19:03:47 +01:00

124 lines
3.0 KiB
C++

#include "Camera.h"
#include "eventActions.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/ext/matrix_transform.hpp>
Camera::Camera(float fov, float aspectRatio)
{
this->fov = fov;
viewMatrix = glm::mat4(1.0f);
updateAspectRatio(aspectRatio);
updateVPM();
}
void Camera::updateVPM()
{
viewProjectionMatrix = projectionMatrix * viewMatrix;
}
void Camera::updateAspectRatio(float aspectRatio)
{
//projectionMatrix = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -10.f, 100.0f);
projectionMatrix = glm::perspective(fov / 2.0f, aspectRatio, 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 *cameraActionRegister, 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 (cameraActionRegister[cameraForward]) {
deltaPos += speed * deltaTime * glm::normalize(frontVecWithoutY);
}
if (cameraActionRegister[cameraBackward]) {
deltaPos -= speed * deltaTime * glm::normalize(frontVecWithoutY);
}
if (cameraActionRegister[cameraLeft]) {
deltaPos -= speed * deltaTime * glm::normalize(glm::cross(frontVec, upVec));
}
if (cameraActionRegister[cameraRight]) {
deltaPos += speed * deltaTime * glm::normalize(glm::cross(frontVec, upVec));
}
if (cameraActionRegister[cameraUp]) {
deltaPos += speed * deltaTime * upVec;
}
if (cameraActionRegister[cameraDown]) {
deltaPos -= speed * deltaTime * upVec;
}
position += deltaPos;
}
void Camera::updateDirectionFromMouseInput(double *cameraMouseActionRegister)
{
if (cameraMouseActionRegister[cameraMouseDeltaX] == 0 && cameraMouseActionRegister[cameraMouseDeltaY] == 0) {
return;
}
yaw += cameraMouseActionRegister[cameraMouseDeltaX];
pitch += cameraMouseActionRegister[cameraMouseDeltaY];
if (pitch > 89.0f) {
pitch = 89.0f;
}
if (pitch < -89.0f) {
pitch = -89.0f;
}
glm::vec3 direction;
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);
}
void Camera::setPosition(glm::vec3 position)
{
this->position = position;
}
glm::mat4 Camera::getView()
{
return viewMatrix;
}
glm::mat4 Camera::getProj()
{
return projectionMatrix;
}
glm::mat4 Camera::getViewProj()
{
return viewProjectionMatrix;
}
glm::vec3 Camera::getPosition()
{
return position;
}
glm::vec3 Camera::getDirection()
{
return frontVec;
}