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-rw-r--r--src/graphics/Camera3D.cpp79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/graphics/Camera3D.cpp b/src/graphics/Camera3D.cpp
new file mode 100644
index 0000000..eb740e4
--- /dev/null
+++ b/src/graphics/Camera3D.cpp
@@ -0,0 +1,79 @@
+#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));
+}