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Camera.h
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#pragma once
#pragma once
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT,
};
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 6.0f;
const float SENSITIVITY = 0.4f;
const float ZOOM = 45.0f;
class Camera
{
public:
// Camera Attributes
glm::vec3 Position;
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
// Euler Angles
float Yaw;
float Pitch;
// Camera options
float MovementSpeed;
float MouseSensitivity;
float Zoom;
//Artificial Gravity
bool free = false;
// Constructor with vectors
Camera(glm::vec3 position , glm::vec3 up , float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
{
Position = position;
WorldUp = up;
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
//// Constructor with scalar values
//Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
//{
// Position = glm::vec3(posX, posY, posZ);
// WorldUp = glm::vec3(upX, upY, upZ);
// Yaw = yaw;
// Pitch = pitch;
// updateCameraVectors();
//}
glm::mat4 GetViewMatrix()
{
if (!free) {
Position.y = 2.0;
}
if (Position.x < -19.0) {
Position.x = -19.0;
}
if (Position.x > 19.0) {
Position.x = 19.0;
}
if (Position.z < -19.0) {
Position.z = -19.0;
}
if (Position.z > 19.0) {
Position.z = 19.0;
}
return glm::lookAt(Position, Position + Front, Up);
}
void ProcessKeyboard(Camera_Movement direction, float deltaTime)
{
float velocity = MovementSpeed * deltaTime;
if (direction == FORWARD)
Position += Front * velocity;
if (direction == BACKWARD)
Position -= Front * velocity;
if (direction == LEFT)
Position -= Right * velocity;
if (direction == RIGHT)
Position += Right * velocity;
}
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
if (constrainPitch)
{
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
}
updateCameraVectors();
}
// Processes input received from a mouse scroll-wheel event
void ProcessMouseScroll(float yoffset)
{
if (Zoom >= 1.0f && Zoom <= 45.0f) //< - Field of View
Zoom -= yoffset;
if (Zoom <= 1.0f)
Zoom = 1.0f;
if (Zoom >= 45.0f)
Zoom = 45.0f;
}
private:
void updateCameraVectors()
{
glm::vec3 front;
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
front.y = sin(glm::radians(Pitch));
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Front = glm::normalize(front);
Right = glm::normalize(glm::cross(Front, WorldUp));
Up = glm::normalize(glm::cross(Right, Front));
}
};