/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* Camera.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: ycontre +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */ /* Updated: 2024/12/23 17:42:20 by ycontre ### ########.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)), _position(start_pos), _up(start_up), _pitch(start_pitch), _yaw(start_yaw) { 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, glm::vec3(0.0f, 1.0f, 0.0f))); _up = glm::normalize(glm::cross(_right, _forward)); } glm::mat4 Camera::get_view_matrix() { return (glm::lookAt(_position, _position + _forward, _up)); } glm::vec3 Camera::get_position() { return (_position); } void Camera::process_mouse(float xoffset, float yoffset, bool constraint_pitch = true) { _yaw += xoffset * 0.2f; _pitch += yoffset * 0.2f; if (constraint_pitch) { if (_pitch > 89.0f) _pitch = 89.0f; if (_pitch < -89.0f) _pitch = -89.0f; } update_camera_vectors(); } void Camera::process_keyboard(bool forward, bool backward, bool left, bool right, bool up, bool down) { float speed; speed = .1f; if (forward) _position += _forward * speed; if (backward) _position -= _forward * speed; if (left) _position -= _right * speed; if (right) _position += _right * speed; if (up) _position += _up * speed; if (down) _position -= _up * speed; }