154 lines
4.5 KiB
C
154 lines
4.5 KiB
C
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "glad/glad.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include <vector>
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// Defines several possible options for camera movement. Used as abstraction to
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// stay away from window-system specific input methods
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enum Camera_Movement { FORWARD, BACKWARD, LEFT, RIGHT, UP, DOWN };
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// Default camera values
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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// An abstract camera class that processes input and calculates the
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// corresponding Euler Angles, Vectors and Matrices for use in OpenGL
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class Camera {
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public:
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// camera Attributes
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glm::vec3 Position;
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glm::vec3 Front;
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glm::vec3 Up;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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// euler Angles
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float Yaw;
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float Pitch;
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// camera options
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float MovementSpeed;
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float MouseSensitivity;
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float Zoom;
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bool firstMouse;
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float lastX, lastY;
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// constructor with vectors
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Camera(float X, float Y, glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.4f),
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glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW,
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float pitch = PITCH)
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: Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED),
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MouseSensitivity(SENSITIVITY), Zoom(ZOOM) {
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lastX = X;
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lastY = Y;
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Position = position;
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WorldUp = up;
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Yaw = yaw;
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Pitch = pitch;
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updateCameraVectors();
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}
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// constructor with scalar values
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Camera(float posX, float posY, float posZ, float upX, float upY, float upZ,
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float yaw, float pitch)
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: Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED),
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MouseSensitivity(SENSITIVITY), Zoom(ZOOM) {
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Position = glm::vec3(posX, posY, posZ);
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WorldUp = glm::vec3(upX, upY, upZ);
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Yaw = yaw;
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Pitch = pitch;
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updateCameraVectors();
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}
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// returns the view matrix calculated using Euler Angles and the LookAt Matrix
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glm::mat4 GetViewMatrix() {
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return glm::lookAt(Position, Position + Front, Up);
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}
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// processes input received from any keyboard-like input system. Accepts input
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// parameter in the form of camera defined ENUM (to abstract it from windowing
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// systems)
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void ProcessKeyboard(Camera_Movement direction, float deltaTime) {
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float velocity = MovementSpeed * deltaTime;
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if (direction == FORWARD)
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Position += Front * velocity;
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if (direction == BACKWARD)
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Position -= Front * velocity;
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if (direction == LEFT)
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Position -= Right * velocity;
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if (direction == RIGHT)
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Position += Right * velocity;
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if (direction == UP) {
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Position += Up * velocity;
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if (direction == DOWN)
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Position -= Up * velocity;
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}
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}
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// processes input received from a mouse input system. Expects the offset
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// value in both the x and y direction.
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void ProcessMouseMovement(float xpos, float ypos,
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GLboolean constrainPitch = true) {
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if (firstMouse) {
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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xoffset *= MouseSensitivity;
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yoffset *= MouseSensitivity;
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Yaw += xoffset;
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Pitch += yoffset;
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// make sure that when pitch is out of bounds, screen doesn't get flipped
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if (constrainPitch) {
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if (Pitch > 89.0f)
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Pitch = 89.0f;
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if (Pitch < -89.0f)
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Pitch = -89.0f;
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}
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// update Front, Right and Up Vectors using the updated Euler angles
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updateCameraVectors();
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}
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// processes input received from a mouse scroll-wheel event. Only requires
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// input on the vertical wheel-axis
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void ProcessMouseScroll(float yoffset) {
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Zoom -= (float)yoffset;
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if (Zoom < 1.0f)
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Zoom = 1.0f;
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if (Zoom > 45.0f)
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Zoom = 45.0f;
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}
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private:
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// calculates the front vector from the Camera's (updated) Euler Angles
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void updateCameraVectors() {
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// calculate the new Front vector
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glm::vec3 front;
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Front = glm::normalize(front);
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// also re-calculate the Right and Up vector
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Right = glm::normalize(glm::cross(
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Front, WorldUp)); // normalize the vectors, because their length gets
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// closer to 0 the more you look up or down which
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// results in slower movement.
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Up = glm::normalize(glm::cross(Right, Front));
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}
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};
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#endif
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