From 4d7b1da29e0957ac798ee8e6da8288cbd4ae5c79 Mon Sep 17 00:00:00 2001 From: LaG1924 <12997935+LaG1924@users.noreply.github.com> Date: Thu, 18 May 2017 19:03:05 +0500 Subject: 2017-05-18 --- src/graphics/Camera3D.hpp | 66 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 src/graphics/Camera3D.hpp (limited to 'src/graphics/Camera3D.hpp') diff --git a/src/graphics/Camera3D.hpp b/src/graphics/Camera3D.hpp new file mode 100644 index 0000000..eac1f47 --- /dev/null +++ b/src/graphics/Camera3D.hpp @@ -0,0 +1,66 @@ +#pragma once + +// Std. Includes +#include + +// GL Includes +#include +#include +#include + + +// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods +enum Camera_Movement { + FORWARD, + BACKWARD, + LEFT, + RIGHT +}; + +// Default camera values +const GLfloat YAW = -90.0f; +const GLfloat PITCH = 0.0f; +const GLfloat SPEED = 30.0f; +const GLfloat SENSITIVTY = 0.2f; +const GLfloat ZOOM = 45.0f; + +// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL +class Camera3D { +public: + // Camera3D Attributes + glm::vec3 Position; + glm::vec3 Front; + glm::vec3 Up; + glm::vec3 Right; + glm::vec3 WorldUp; + // Eular Angles + GLfloat Yaw; + GLfloat Pitch; + // Camera3D options + GLfloat MovementSpeed; + GLfloat MouseSensitivity; + GLfloat Zoom; + + // Constructor with vectors + explicit Camera3D(glm::vec3 position = glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), + GLfloat yaw = YAW, GLfloat pitch = PITCH); + + // Constructor with scalar values + Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch); + + // Returns the view matrix calculated using Eular Angles and the LookAt Matrix + glm::mat4 GetViewMatrix(); + + // Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems) + void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime); + + // Processes input received from a mouse input system. Expects the offset value in both the x and y direction. + void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true); + + // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis + void ProcessMouseScroll(GLfloat yoffset); + +private: + // Calculates the front vector from the Camera3D's (updated) Eular Angles + void updateCameraVectors(); +}; \ No newline at end of file -- cgit v1.2.3