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#include "followCameraController.h"
#include "game/vehicles/vehicle.h"
#include "gfx/gl/transform.h"
#include <gfx/gl/camera.h>
#include <gfx/gl/shader.h>
#include <glm/glm.hpp>
#include <maths.h>
#include <memory>
#include <tuple>
#include <utility>
FollowCameraController::FollowCameraController(VehicleWPtr t, Mode m) : target(std::move(t)), mode(m) { }
void
FollowCameraController::updateCamera(Camera * camera, Shader * shader) const
{
const auto [pos, rot] = [this]() {
const auto t {target.lock()};
return std::tie(t->getLocation().GetPos(), t->getLocation().GetRot());
}();
switch (mode) {
case Mode::Pan:
camera->forward = glm::normalize(pos - camera->pos);
camera->up = up;
break;
case Mode::Ride:
camera->pos = pos + (up * 4.8F);
camera->forward = {-std::sin(rot.y), 0.F, -std::cos(rot.y)};
camera->up = up;
break;
case Mode::ISO:
camera->pos = pos + ((up + north + east) * 20.F);
camera->forward = -glm::normalize(up + north + east);
camera->up = glm::normalize(up - north - east);
break;
}
shader->setView(camera->GetViewProjection());
}
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