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#include "camera.h"
#include <glm/gtx/transform.hpp>
Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) :
pos {pos}, forward {0.0F, 0.0F, 1.0F}, up {0.0F, 1.0F, 0.0F}, projection {
glm::perspective(fov, aspect, zNear, zFar)}
{
}
glm::mat4
Camera::GetViewProjection() const
{
return projection * glm::lookAt(pos, pos + forward, up);
}
void
Camera::MoveForward(float amt)
{
pos += forward * amt;
}
void
Camera::SlideForward(float amt)
{
pos += forward * amt * glm::vec3 {1, 0, 1};
}
void
Camera::MoveRight(float amt)
{
pos += glm::cross(up, forward) * amt;
}
void
Camera::Pitch(float angle)
{
const auto right = glm::normalize(glm::cross(up, forward));
forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0)));
up = glm::normalize(glm::cross(forward, right));
}
void
Camera::RotateY(float angle)
{
static constexpr glm::vec3 UP {0.0F, 1.0F, 0.0F};
const auto rotation = glm::rotate(angle, UP);
forward = glm::vec3(glm::normalize(rotation * glm::vec4(forward, 0.0)));
up = glm::vec3(glm::normalize(rotation * glm::vec4(up, 0.0)));
}
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