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+ | Going to start object systems
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74
srcs/class/Camera.cpp
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74
srcs/class/Camera.cpp
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Camera.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
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/* Updated: 2024/12/23 17:42:20 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "Camera.hpp"
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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)), _position(start_pos), _up(start_up), _pitch(start_pitch), _yaw(start_yaw)
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{
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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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void Camera::update_camera_vectors()
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{
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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, glm::vec3(0.0f, 1.0f, 0.0f)));
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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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glm::vec3 Camera::get_position()
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{
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return (_position);
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}
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void Camera::process_mouse(float xoffset, float yoffset, bool constraint_pitch = true)
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{
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_yaw += xoffset * 0.2f;
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_pitch += yoffset * 0.2f;
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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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update_camera_vectors();
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}
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void Camera::process_keyboard(bool forward, bool backward, bool left, bool right, bool up, bool down)
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{
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float speed;
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speed = .1f;
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if (forward) _position += _forward * speed;
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if (backward) _position -= _forward * speed;
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if (left) _position -= _right * speed;
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if (right) _position += _right * speed;
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if (up) _position += _up * speed;
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if (down) _position -= _up * speed;
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}
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