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- #pragma once
- // Std. Includes
- #include <vector>
- // GL Includes
- #include <GL/glew.h>
- #include <glm/glm.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- // 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 = 3.0f;
- const GLfloat SENSITIVTY = 0.25f;
- 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 Camera
- {
- public:
- // Camera Attributes
- glm::vec3 Position;
- glm::vec3 Front;
- glm::vec3 Up;
- glm::vec3 Right;
- glm::vec3 WorldUp;
- // Eular Angles
- GLfloat Yaw;
- GLfloat Pitch;
- // Camera options
- GLfloat MovementSpeed;
- GLfloat MouseSensitivity;
- GLfloat Zoom;
- // Constructor with vectors
- Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW, GLfloat pitch = 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();
- }
- // Constructor with scalar values
- Camera(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();
- }
- // Returns the view matrix calculated using Eular Angles and the LookAt Matrix
- glm::mat4 GetViewMatrix()
- {
- return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
- }
- // 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)
- {
- 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;
- }
- // 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)
- {
- 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();
- }
- // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
- void ProcessMouseScroll(GLfloat yoffset)
- {
- if (this->Zoom >= 1.0f && this->Zoom <= 45.0f)
- this->Zoom -= yoffset;
- if (this->Zoom <= 1.0f)
- this->Zoom = 1.0f;
- if (this->Zoom >= 45.0f)
- this->Zoom = 45.0f;
- }
- private:
- // Calculates the front vector from the Camera's (updated) Eular Angles
- void 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));
- }
- };
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