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Camera.cpp
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Camera.cpp
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#include"Camera.h"
Camera::Camera(int width, int height, glm::vec3 position)
{
Camera::width = width;
Camera::height = height;
Position = position;
}
void Camera::updateMatrix(float FOVdeg, float nearPlane, float farPlane)
{
// Initializes matrices since otherwise they will be the null matrix
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
// Makes camera look in the right direction from the right position
view = glm::lookAt(Position, Position + Orientation, Up);
// Adds perspective to the scene
projection = glm::perspective(glm::radians(FOVdeg), (float)width / height, nearPlane, farPlane);
// Sets new camera matrix
cameraMatrix = projection * view;
}
glm::mat4 Camera::getMatrix()
{
// Exports camera matrix
return cameraMatrix;
}
void Camera::Inputs(GLFWwindow* window)
{
// Handles key inputs
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
Position += speed * Orientation;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
Position += speed * -glm::normalize(glm::cross(Orientation, Up));
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
Position += speed * -Orientation;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
Position += speed * glm::normalize(glm::cross(Orientation, Up));
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
Position += speed * Up;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
{
Position += speed * -Up;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
speed = 0.4f;
}
else if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
{
speed = 0.1f;
}
// Handles mouse inputs
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
{
// Hides mouse cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
// Prevents camera from jumping on the first click
if (firstClick)
{
glfwSetCursorPos(window, (width / 2), (height / 2));
firstClick = false;
}
// Stores the coordinates of the cursor
double mouseX;
double mouseY;
// Fetches the coordinates of the cursor
glfwGetCursorPos(window, &mouseX, &mouseY);
// Normalizes and shifts the coordinates of the cursor such that they begin in the middle of the screen
// and then "transforms" them into degrees
float rotX = sensitivity * (float)(mouseY - (height / 2)) / height;
float rotY = sensitivity * (float)(mouseX - (width / 2)) / width;
// Calculates upcoming vertical change in the Orientation
glm::vec3 newOrientation = glm::rotate(Orientation, glm::radians(-rotX), glm::normalize(glm::cross(Orientation, Up)));
// Decides whether or not the next vertical Orientation is legal or not
if (abs(glm::angle(newOrientation, Up) - glm::radians(90.0f)) <= glm::radians(85.0f))
{
Orientation = newOrientation;
}
// Rotates the Orientation left and right
Orientation = glm::rotate(Orientation, glm::radians(-rotY), Up);
// Sets mouse cursor to the middle of the screen so that it doesn't end up roaming around
glfwSetCursorPos(window, (width / 2), (height / 2));
}
else if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_RELEASE)
{
// Unhides cursor since camera is not looking around anymore
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
// Makes sure the next time the camera looks around it doesn't jump
firstClick = true;
}
}