karo/camera.cpp
2024-03-30 16:49:56 +01:00

82 lines
2.8 KiB
C++

#include "camera.hpp"
#include <algorithm>
using namespace TSR;
void Camera::UpdateVectors() {
auto yaw_rad = glm::radians(yaw);
auto pitch_rad = glm::radians(pitch);
front_vector = glm::normalize(glm::vec3(cos(yaw_rad) * glm::cos(pitch_rad), glm::sin(pitch_rad), glm::sin(yaw_rad) * glm::cos(pitch_rad)));
forward_backward_vector = glm::normalize(glm::vec3(front_vector.x, 0.0f, front_vector.z));
right_vector = glm::normalize(glm::cross(front_vector, world_up));
up_vector = glm::normalize(glm::cross(right_vector, front_vector));
}
Camera::Camera(glm::vec3 i_position, float i_movement_speed, float i_mouse_sensitivity, float i_third_person_distance, float i_yaw, float i_pitch) :
position(i_position),
movement_speed(i_movement_speed),
mouse_sensitivity(i_mouse_sensitivity),
third_person_distance(i_third_person_distance),
yaw(i_yaw),
pitch(i_pitch),
world_up(glm::vec3(0.0f, 1.0f, 0.0f))
{
UpdateVectors();
}
glm::mat4 Camera::GetViewMatrix(bool firstperson) {
float space = 0.3f;
auto dist = firstperson ? 0.0f : third_person_distance;
//if (world) {
// auto to_glm = position - front_vector * (third_person_distance + space);
// auto position_bt = btVector3(position.x, position.y, position.z);
//
// auto to_bt = btVector3(to_glm.x, to_glm.y, to_glm.z);
// btCollisionWorld::ClosestRayResultCallback ray_callback(position_bt, to_bt);
// world->rayTest(position_bt, to_bt, ray_callback);
// if (ray_callback.hasHit()) {
// to_glm.x = ray_callback.m_hitPointWorld.x();
// to_glm.y = ray_callback.m_hitPointWorld.y();
// to_glm.z = ray_callback.m_hitPointWorld.z();
// dist = glm::distance(position, to_glm) - space;
// }
//}
return glm::lookAt(position - front_vector * dist, position + front_vector, up_vector);
}
void Camera::ProcessMovement(Movement direction, float time) {
float diff = movement_speed * time;
switch (direction) {
case Movement::FORWARD:
position += forward_backward_vector * diff;
break;
case Movement::BACKWARD:
position -= forward_backward_vector * diff;
break;
case Movement::RIGHT:
position += right_vector * diff;
break;
case Movement::LEFT:
position -= right_vector * diff;
break;
case Movement::UP:
position += world_up * diff;
break;
case Movement::DOWN:
position -= world_up * diff;
break;
}
}
void Camera::ProcessMouse(float x_offset, float y_offset) {
yaw += x_offset * mouse_sensitivity;
//pitch = std::min(89.0f, std::max(-89.0f, pitch + y_offset * mouse_sensitivity));
pitch = std::min(89.9f, std::max(-89.9f, pitch + y_offset * mouse_sensitivity));
UpdateVectors();
}