#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)); }