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+ | Camera system
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@ -12,23 +12,46 @@
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#include "Camera.hpp"
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Camera::Camera(void)
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Camera::Camera(glm::vec3 start_pos, glm::vec3 start_up, float start_yaw, float start_pitch)
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: _forward(glm::vec3(0.0f, 0.0f, -1.0f)), _yaw(start_yaw), _pitch(start_pitch), _position(start_pos), _up(start_up)
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{
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}
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Camera::Camera(Camera const &src)
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{
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*this = src;
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update_camera_vectors();
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}
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Camera::~Camera(void)
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{
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}
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Camera &Camera::operator=(Camera const &rhs)
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void Camera::update_camera_vectors()
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{
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if (this != &rhs)
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glm::vec3 frontTemp;
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frontTemp.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
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frontTemp.y = sin(glm::radians(_pitch));
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frontTemp.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
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_forward = glm::normalize(frontTemp);
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_right = glm::normalize(glm::cross(_forward, _up));
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_up = glm::normalize(glm::cross(_right, _forward));
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}
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glm::mat4 Camera::get_view_matrix()
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{
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return (glm::lookAt(_position, _position + _forward, _up));
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}
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void Camera::process_movement(float xoffset, float yoffset, bool constraint_pitch = true)
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{
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_yaw += xoffset;
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_pitch += yoffset;
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if (constraint_pitch)
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{
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if (_pitch > 89.0f) _pitch = 89.0f;
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if (_pitch < -89.0f) _pitch = -89.0f;
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}
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return (*this);
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update_camera_vectors();
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std::cout << _yaw << " " << _pitch << std::endl;
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}
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@ -14,6 +14,8 @@
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Window::Window(int width, int height, const char *title, int sleep)
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{
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camera = new Camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), -90.0f, 0.0f);
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if (!glfwInit())
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{
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fprintf( stderr, "Failed to initialize GLFW\n" );
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@ -42,18 +44,11 @@ Window::Window(int width, int height, const char *title, int sleep)
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(sleep);
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}
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Window::Window(Window const &src)
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{
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*this = src;
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}
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Window &Window::operator=(Window const &rhs)
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{
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if (this != &rhs)
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_window = rhs._window;
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return (*this);
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}
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Window::~Window(void)
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{
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delete camera;
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glfwTerminate();
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}
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@ -69,13 +64,32 @@ void Window::keyCallback(GLFWwindow* window, int key, int scancode, int action,
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}
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void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) xpos; (void) ypos;
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) xpos; (void) ypos;
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win->_prevMousePos = win->_mousePos;
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win->_mousePos = RT::Vec2i(xpos, ypos);
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static double lastX = 0;
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static double lastY = 0;
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win->_mouseDelta = win->_mousePos - win->_prevMousePos;
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if (lastX == 0 && lastY == 0)
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{
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lastX = xpos;
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lastY = ypos;
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}
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double xoffset = xpos - lastX;
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double yoffset = lastY - ypos;
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
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{
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win->camera->process_movement(xoffset, yoffset, true);
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glfwSetCursorPos(window, WIDTH / 2, HEIGHT / 2);
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// scene.frameCount = 0;
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}
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lastX = xpos;
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lastY = ypos;
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}
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void Window::mouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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@ -112,10 +126,6 @@ GLFWwindow *Window::getWindow(void) const
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{
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return (_window);
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}
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RT::Vec2i Window::getMousePos(void) const
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{
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return (_mousePos);
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}
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float Window::getFps(void) const
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{
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