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Camera.cpp
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86 lines (74 loc) · 1.72 KB
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#include "Camera.h"
Camera::Camera()
{
}
Camera::Camera(glm::vec3 startPosition, glm::vec3 startUp, GLfloat startYaw, GLfloat startPitch, GLfloat startMoveSpeed, GLfloat startTurnSpeed)
{
position = startPosition;
worldUp = startUp;
yaw = startYaw;
pitch = startPitch;
front = glm::vec3(0.0f, 0.0f, -1.0f);
moveSpeed = startMoveSpeed;
turnSpeed = startTurnSpeed;
update();
}
void Camera::keyControl(bool * keys,GLfloat deltaTime)
{
GLfloat velocity = moveSpeed * deltaTime;
if (keys[GLFW_KEY_W]) {
position += front * velocity;
}
if (keys[GLFW_KEY_S]) {
position -= front * velocity;
}
if (keys[GLFW_KEY_A]) {
position -= right* velocity;
}
if (keys[GLFW_KEY_D]) {
position += right * velocity;
}
if (keys[GLFW_KEY_Q]) {
position += worldUp * velocity;
}
if (keys[GLFW_KEY_E]) {
position -= worldUp * velocity;
}
}
void Camera::mouseControl(GLfloat xChange, GLfloat yChange)
{
xChange *= turnSpeed;
yChange *= turnSpeed;
yaw += xChange;
pitch += yChange;
if (pitch > 89.0f) {
pitch = 89.0f;
}
if (pitch < -89.0f) {
pitch = -89.0f;
}
update();
}
glm::vec3 Camera::getCameraPosition()
{
return position;
}
glm::vec3 Camera::getCameraDirection()
{
return glm::normalize(front);
}
glm::mat4 Camera::caculateViewMatrix()
{
return glm::lookAt(position, position + front, up);
}
void Camera::update() {
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(pitch));
front.z= sin(glm::radians(yaw)) * cos(glm::radians(pitch));
front = glm::normalize(front);
right = glm::normalize(glm::cross(front, worldUp));
up = glm::normalize(glm::cross(right, front));
}
Camera::~Camera()
{
}