/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* Camera.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: TheRed +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */ /* Updated: 2024/10/15 14:00:38 by TheRed ### ########.fr */ /* */ /* ************************************************************************** */ #include "Camera.hpp" Camera::Camera(glm::vec3 start_pos, glm::vec3 start_up, float start_yaw, float start_pitch) : _forward(glm::vec3(0.0f, 0.0f, -1.0f)), _yaw(start_yaw), _pitch(start_pitch), _position(start_pos), _up(start_up) { update_camera_vectors(); } Camera::~Camera(void) { } void Camera::update_camera_vectors() { glm::vec3 frontTemp; frontTemp.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch)); frontTemp.y = sin(glm::radians(_pitch)); frontTemp.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch)); _forward = glm::normalize(frontTemp); _right = glm::normalize(glm::cross(_forward, _up)); _up = glm::normalize(glm::cross(_right, _forward)); } glm::mat4 Camera::get_view_matrix() { return (glm::lookAt(_position, _position + _forward, _up)); } void Camera::process_movement(float xoffset, float yoffset, bool constraint_pitch = true) { _yaw += xoffset; _pitch += yoffset; if (constraint_pitch) { if (_pitch > 89.0f) _pitch = 89.0f; if (_pitch < -89.0f) _pitch = -89.0f; } update_camera_vectors(); std::cout << _yaw << " " << _pitch << std::endl; }