OpenGL-utility/src/camera.cpp

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#include "camera.hpp"
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#include <iostream>
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#include <glm/gtx/matrix_decompose.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/string_cast.hpp>
#include <transformable.hpp>
namespace oglu
{
Camera::Camera() :
fov(45.0f), aspectRatio(1.0f), zNear(0.1f), zFar(100.0f), position(glm::vec3(0.0f)), transformation(glm::mat4(1.0f))
{
projection = glm::perspective(fov, aspectRatio, zNear, zFar);
up = glm::vec3(0.0f, 1.0f, 0.0f);
LookAt(glm::vec3(0.0f, 0.0f, -1.0f));
}
Camera::Camera(float fov, float aspectRatio, float zNear, float zFar) :
fov(fov), aspectRatio(aspectRatio), zNear(zNear), zFar(zFar), position(glm::vec3(0.0f)), transformation(glm::mat4(1.0f))
{
projection = glm::perspective(fov, aspectRatio, zNear, zFar);
up = glm::vec3(0.0f, 1.0f, 0.0f);
LookAt(glm::vec3(0.0f, 0.0f, -1.0f));
}
Camera::Camera(const Camera& other) :
fov(other.fov), aspectRatio(other.aspectRatio),
zNear(other.zNear), zFar(other.zFar),
projection(other.projection), transformation(other.transformation),
front(other.front), up(other.up), right(other.right),
position(other.position)
{
}
void Camera::SetPosition(float x, float y, float z)
{
this->position = glm::vec3(x, y, z);
LookAt(this->position + front);
}
void Camera::SetPosition(const float* position)
{
this->position = glm::make_vec3(position);
LookAt(this->position + front);
}
void Camera::SetPosition(const glm::vec3& position)
{
this->position = position;
LookAt(this->position + front);
}
void Camera::Move(float x, float y, float z)
{
this->position += glm::vec3(x, y, z);
LookAt(this->position + front);
}
void Camera::Move(const float* position)
{
this->position += glm::make_vec3(position);
LookAt(this->position + front);
}
void Camera::Move(const glm::vec3& position)
{
this->position += position;
LookAt(this->position + front);
}
void Camera::LookAt(float x, float y, float z)
{
LookAt(glm::vec3(x, y, z));
}
void Camera::LookAt(const float* target)
{
LookAt(glm::make_vec3(target));
}
void Camera::LookAt(const glm::vec3& target)
{
front = glm::normalize(target - position);
right = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
up = glm::normalize(glm::cross(right, front));
}
void Camera::LookAt(const Transformable& target)
{
LookAt(target.GetPosition());
}
void Camera::Pan(float angle)
{
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front = glm::rotate(glm::angleAxis(glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f)), front);
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right = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
}
void Camera::Tilt(float angle)
{
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glm::vec3 futureFront = glm::rotate(glm::angleAxis(glm::radians(angle), right), front);
glm::vec3 futureUp = glm::normalize(glm::cross(right, futureFront));
if (futureUp.y < 0.01f)
{
futureUp.y = 0.01f;
futureUp = glm::normalize(futureUp);
futureFront = glm::cross(up, right);
}
front = futureFront;
up = futureUp;
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}
void Camera::Roll(float angle)
{
up = glm::rotate(glm::angleAxis(glm::radians(angle), front), front);
right = glm::normalize(glm::cross(front, up));
}
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void Camera::Forward(float amount)
{
position += front * amount;
}
void Camera::Sideways(float amount)
{
position += right * amount;
}
void Camera::Upwards(float amount)
{
position += up * amount;
}
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const glm::mat4& Camera::GetMatrix()
{
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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return transformation;
}
const glm::mat4& Camera::GetProjection()
{
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return projection = glm::perspective(glm::radians(fov), aspectRatio, zNear, zFar);;
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}
}