Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #ifndef CAMERA_H
- #define CAMERA_H
- #include <glad/glad.h>
- #include <glm/glm.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <vector>
- // 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,
- UP,
- DOWN
- };
- // Default camera values
- const float YAW = -90.0f;
- const float PITCH = 0.0f;
- const float SPEED = 2.5f;
- const float SENSITIVTY = 0.05f;
- const float 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 moveFront;
- glm::vec3 Up;
- glm::vec3 Right;
- glm::vec3 WorldUp;
- // Eular Angles
- float Yaw;
- float Pitch;
- // Camera options
- float MovementSpeed;
- float MouseSensitivity;
- float 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), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
- {
- Position = position;
- WorldUp = up;
- Yaw = yaw;
- Pitch = pitch;
- updateCameraVectors();
- }
- // Constructor with scalar values
- Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
- {
- Position = glm::vec3(posX, posY, posZ);
- WorldUp = glm::vec3(upX, upY, upZ);
- Yaw = yaw;
- Pitch = pitch;
- updateCameraVectors();
- }
- // Returns the view matrix calculated using Eular Angles and the LookAt Matrix
- glm::mat4 GetViewMatrix()
- {
- return glm::lookAt(Position, Position + Front, 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, float deltaTime)
- {
- float velocity = MovementSpeed * deltaTime;
- if (direction == FORWARD)
- Position += moveFront * velocity;
- if (direction == BACKWARD)
- Position -= moveFront * velocity;
- if (direction == LEFT)
- Position -= Right * velocity;
- if (direction == RIGHT)
- Position += Right * velocity;
- if (direction == DOWN)
- Position -= glm::vec3(0.0, 1.0, 0.0) * velocity;
- if (direction == UP)
- Position += glm::vec3(0.0, 1.0, 0.0) * velocity;
- }
- // Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
- void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
- {
- xoffset *= MouseSensitivity;
- yoffset *= MouseSensitivity;
- Yaw += xoffset;
- Pitch += yoffset;
- // Make sure that when pitch is out of bounds, screen doesn't get flipped
- if (constrainPitch)
- {
- if (Pitch > 89.0f)
- Pitch = 89.0f;
- if (Pitch < -89.0f)
- Pitch = -89.0f;
- }
- // Update Front, Right and Up Vectors using the updated Eular angles
- updateCameraVectors();
- }
- // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
- void ProcessMouseScroll(float yoffset)
- {
- if (Zoom >= 1.0f && Zoom <= 45.0f)
- Zoom -= yoffset;
- if (Zoom <= 1.0f)
- Zoom = 1.0f;
- if (Zoom >= 45.0f)
- 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(Yaw));
- front.y = 0.0f;
- front.z = sin(glm::radians(Yaw));
- moveFront = glm::normalize(front);
- front.x *= cos(glm::radians(Pitch));
- front.y = sin(glm::radians(Pitch));
- front.z *= cos(glm::radians(Pitch));
- Front = glm::normalize(front);
- // Also re-calculate the Right and Up vector
- Right = glm::normalize(glm::cross(Front, WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
- Up = glm::normalize(glm::cross(Right, Front));
- }
- };
- #endif
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement