-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathCamera.cpp
More file actions
90 lines (74 loc) · 2.88 KB
/
Camera.cpp
File metadata and controls
90 lines (74 loc) · 2.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
//
// Camera.cpp
// Lab5
//
// Created by CGIS on 28/10/2016.
// Copyright © 2016 CGIS. All rights reserved.
//
#include "Camera.hpp"
namespace gps {
Camera::Camera(glm::vec3 cameraPosition, glm::vec3 cameraTarget)
{
this->cameraPosition = cameraPosition;
this->cameraTarget = cameraTarget;
this->cameraDirection = glm::normalize(cameraTarget - cameraPosition);
this->cameraUpDirection = glm::vec3(0.0f, 1.0f, 0.0f);
this->cameraRightDirection = glm::normalize(glm::cross(this->cameraDirection, this->cameraUpDirection));
}
glm::mat4 Camera::getViewMatrix()
{
return glm::lookAt(cameraPosition, cameraPosition + cameraDirection , glm::vec3(0.0f, 1.0f, 0.0f));
}
glm::vec3 Camera::getCameraTarget()
{
return cameraTarget;
}
glm::vec3 Camera::getCameraPosition() {
return cameraPosition;
}
void Camera::move(MOVE_DIRECTION direction, float speed)
{
switch (direction) {
case MOVE_FORWARD:
cameraPosition += cameraDirection * speed;
cameraTarget += cameraDirection * speed;
break;
case MOVE_BACKWARD:
cameraPosition -= cameraDirection * speed;
cameraTarget -= cameraDirection * speed;
break;
case MOVE_RIGHT:
cameraPosition += cameraRightDirection * speed;
cameraTarget += cameraRightDirection * speed;
break;
case MOVE_LEFT:
cameraPosition -= cameraRightDirection * speed;
cameraTarget -= cameraRightDirection * speed;
break;
case MOVE_UP:
cameraPosition += cameraUpDirection * speed;
cameraTarget += cameraUpDirection * speed;
break;
case MOVE_DOWN:
cameraPosition -= cameraUpDirection * speed;
cameraTarget -= cameraUpDirection * speed;
break;
}
}
/*void Camera::rotate(float pitch, float yaw)
{
cameraDirection = glm::vec3(
cos(pitch) * sin(yaw),
sin(pitch),
cos(pitch) * cos(yaw)
);
cameraRightDirection = glm::normalize(glm::cross(this->cameraDirection, glm::vec3(0.0f, 1.0f, 1.0f)));
}*/
void Camera::rotate(float pitch, float yaw) {
this->cameraTarget.x = this->cameraPosition.x + sin(yaw) * cos(pitch);
this->cameraTarget.y = this->cameraPosition.y + sin(pitch);
this->cameraTarget.z = this->cameraPosition.z - cos(yaw) * cos(pitch);
this->cameraDirection = glm::normalize(cameraTarget - cameraPosition);
this->cameraRightDirection = glm::normalize(glm::cross(this->cameraDirection, this->cameraUpDirection));
}
}