Finished camera update
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25021db694
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4 changed files with 346 additions and 23 deletions
124
src/camera.cpp
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124
src/camera.cpp
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#include "camera.hpp"
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#include <glm/gtx/matrix_decompose.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/string_cast.hpp>
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#include <transformable.hpp>
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namespace oglu
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{
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Camera::Camera() :
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fov(45.0f), aspectRatio(1.0f), zNear(0.1f), zFar(100.0f), position(glm::vec3(0.0f)), transformation(glm::mat4(1.0f))
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{
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projection = glm::perspective(fov, aspectRatio, zNear, zFar);
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up = glm::vec3(0.0f, 1.0f, 0.0f);
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LookAt(glm::vec3(0.0f, 0.0f, -1.0f));
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}
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Camera::Camera(float fov, float aspectRatio, float zNear, float zFar) :
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fov(fov), aspectRatio(aspectRatio), zNear(zNear), zFar(zFar), position(glm::vec3(0.0f)), transformation(glm::mat4(1.0f))
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{
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projection = glm::perspective(fov, aspectRatio, zNear, zFar);
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up = glm::vec3(0.0f, 1.0f, 0.0f);
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LookAt(glm::vec3(0.0f, 0.0f, -1.0f));
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}
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Camera::Camera(const Camera& other) :
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fov(other.fov), aspectRatio(other.aspectRatio),
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zNear(other.zNear), zFar(other.zFar),
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projection(other.projection), transformation(other.transformation),
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front(other.front), up(other.up), right(other.right),
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position(other.position)
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{
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}
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void Camera::SetPosition(float x, float y, float z)
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{
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this->position = glm::vec3(x, y, z);
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LookAt(this->position + front);
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}
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void Camera::SetPosition(const float* position)
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{
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this->position = glm::make_vec3(position);
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LookAt(this->position + front);
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}
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void Camera::SetPosition(const glm::vec3& position)
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{
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this->position = position;
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LookAt(this->position + front);
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}
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void Camera::Move(float x, float y, float z)
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{
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this->position += glm::vec3(x, y, z);
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LookAt(this->position + front);
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}
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void Camera::Move(const float* position)
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{
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this->position += glm::make_vec3(position);
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LookAt(this->position + front);
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}
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void Camera::Move(const glm::vec3& position)
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{
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this->position += position;
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LookAt(this->position + front);
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}
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void Camera::LookAt(float x, float y, float z)
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{
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LookAt(glm::vec3(x, y, z));
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}
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void Camera::LookAt(const float* target)
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{
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LookAt(glm::make_vec3(target));
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}
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void Camera::LookAt(const glm::vec3& target)
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{
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front = glm::normalize(target - position);
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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right = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
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up = glm::normalize(glm::cross(right, front));
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}
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void Camera::LookAt(const Transformable& target)
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{
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LookAt(target.GetPosition());
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}
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void Camera::Pan(float angle)
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{
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front = glm::rotate(glm::angleAxis(glm::radians(angle), up), front);
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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right = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
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}
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void Camera::Tilt(float angle)
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{
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front = glm::rotate(glm::angleAxis(glm::radians(angle), right), front);
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transformation = glm::lookAt(position, position + front, glm::vec3(0.0f, 1.0f, 0.0f));
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up = glm::normalize(glm::cross(right, front));
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}
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void Camera::Roll(float angle)
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{
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up = glm::rotate(glm::angleAxis(glm::radians(angle), front), front);
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transformation = glm::lookAt(position, position + front, up);
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right = glm::normalize(glm::cross(front, up));
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}
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const glm::mat4& Camera::GetMatrix()
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{
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return transformation;
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}
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const glm::mat4& Camera::GetProjection()
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{
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return projection;
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}
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}
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