diff options
Diffstat (limited to '')
-rw-r--r-- | graphics/Camera3D.cpp | 79 |
1 files changed, 0 insertions, 79 deletions
diff --git a/graphics/Camera3D.cpp b/graphics/Camera3D.cpp deleted file mode 100644 index eb740e4..0000000 --- a/graphics/Camera3D.cpp +++ /dev/null @@ -1,79 +0,0 @@ -#include "Camera3D.hpp" - -Camera3D::Camera3D(glm::vec3 position, glm::vec3 up, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), - MovementSpeed(SPEED), - MouseSensitivity(SENSITIVTY), - Zoom(ZOOM) { - this->Position = position; - this->WorldUp = up; - this->Yaw = yaw; - this->Pitch = pitch; - this->updateCameraVectors(); -} - -Camera3D::Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, - GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), - Zoom(ZOOM) { - this->Position = glm::vec3(posX, posY, posZ); - this->WorldUp = glm::vec3(upX, upY, upZ); - this->Yaw = yaw; - this->Pitch = pitch; - this->updateCameraVectors(); -} - -glm::mat4 Camera3D::GetViewMatrix() { - return glm::lookAt(this->Position, this->Position + this->Front, this->Up); -} - -void Camera3D::ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime) { - GLfloat velocity = this->MovementSpeed * deltaTime; - if (direction == FORWARD) - this->Position += this->Front * velocity; - if (direction == BACKWARD) - this->Position -= this->Front * velocity; - if (direction == LEFT) - this->Position -= this->Right * velocity; - if (direction == RIGHT) - this->Position += this->Right * velocity; -} - -void Camera3D::ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch) { - xoffset *= this->MouseSensitivity; - yoffset *= this->MouseSensitivity; - - this->Yaw += xoffset; - this->Pitch += yoffset; - - // Make sure that when pitch is out of bounds, screen doesn't get flipped - if (constrainPitch) { - if (this->Pitch > 89.0f) - this->Pitch = 89.0f; - if (this->Pitch < -89.0f) - this->Pitch = -89.0f; - } - - // Update Front, Right and Up Vectors using the updated Eular angles - this->updateCameraVectors(); -} - -void Camera3D::ProcessMouseScroll(GLfloat yoffset) { - if (this->Zoom >= 1.0f && this->Zoom <= 45.0f) - this->Zoom -= yoffset/5.0f; - if (this->Zoom <= 1.0f) - this->Zoom = 1.0f; - if (this->Zoom >= 45.0f) - this->Zoom = 45.0f; -} - -void Camera3D::updateCameraVectors() { - // Calculate the new Front vector - glm::vec3 front; - front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch)); - front.y = sin(glm::radians(this->Pitch)); - front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch)); - this->Front = glm::normalize(front); - // Also re-calculate the Right and Up vector - this->Right = glm::normalize(glm::cross(this->Front, - this->WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. - this->Up = glm::normalize(glm::cross(this->Right, this->Front)); -} |