74 lines
2.4 KiB
C++
74 lines
2.4 KiB
C++
#include "Camera.h"
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#include "eventActions.h"
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Camera::Camera(float fov, int width, int height) {
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this->fov = fov;
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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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glm::mat4 Camera::getViewProj() {
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return viewProjectionMatrix;
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}
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void Camera::updateVPM() {
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viewProjectionMatrix = projectionMatrix * viewMatrix;
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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 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, float deltaTime) {
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glm::vec3 frontVecWithoutY = glm::vec3(frontVec.x, 0.0f, frontVec.z);
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glm::vec3 deltaPos = glm::vec3(0.0f, 0.0f, 0.0f);
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if(actionCameraRegister[cameraForward])
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deltaPos += speed * deltaTime * glm::normalize(frontVecWithoutY);
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if(actionCameraRegister[cameraBackward])
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deltaPos -= speed * deltaTime * glm::normalize(frontVecWithoutY);
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if(actionCameraRegister[cameraLeft])
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deltaPos -= speed * deltaTime * glm::normalize(glm::cross(frontVec, upVec));
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if(actionCameraRegister[cameraRight])
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deltaPos += speed * deltaTime * glm::normalize(glm::cross(frontVec, upVec));
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if(actionCameraRegister[cameraUp])
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deltaPos += speed * deltaTime * upVec;
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if(actionCameraRegister[cameraDown])
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deltaPos -= speed * deltaTime * upVec;
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position += deltaPos;
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}
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void Camera::updateDirectionFromMouseInput(float deltaCursorX, float deltaCursorY) {
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if(deltaCursorX==0 && deltaCursorY==0) return;
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yaw += deltaCursorX;
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pitch += deltaCursorY;
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if(pitch > 89.0f)
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pitch = 89.0f;
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if(pitch < -89.0f)
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pitch = -89.0f;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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frontVec = glm::normalize(direction);
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}
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