Files
RT_GPU/srcs/class/Camera.cpp

175 lines
4.1 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Camera.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
/* Updated: 2025/01/28 02:15:41 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
#include "Camera.hpp"
Camera::Camera(glm::vec3 start_pos, glm::vec3 start_up, float start_yaw, float start_pitch)
: _position(start_pos), _forward(glm::vec3(0.0f, 0.0f, -1.0f)), _up(start_up), _pitch(start_pitch), _yaw(start_yaw),
_velocity(0.0f), _acceleration(0.0f)
{
updateCameraVectors();
}
Camera::~Camera(void)
{
}
void Camera::updateCameraVectors()
{
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));
}
void Camera::update(float delta_time)
{
// delta_time = std::min(delta_time, 0.01f);
_velocity += _acceleration * delta_time;
if (glm::length(_acceleration) < 0.1f)
_velocity *= std::max(0.0f, 1.0f - _deceleration_rate * delta_time);
float speed = glm::length(_velocity);
if (speed > _maxSpeed)
_velocity = glm::normalize(_velocity) * _maxSpeed;
_position += _velocity * delta_time;
_acceleration = glm::vec3(0.0f);
}
void Camera::processMouse(float xoffset, float yoffset, bool constraint_pitch = true)
{
_yaw += xoffset * _sensitivity;
_pitch += yoffset * _sensitivity;
// while(_yaw < 0)
// _yaw += 360;
// while(_yaw > 360)
// _yaw -= 360;
if (constraint_pitch)
{
if (_pitch > 89.0f) _pitch = 89.0f;
if (_pitch < -89.0f) _pitch = -89.0f;
}
updateCameraVectors();
}
void Camera::processKeyboard(bool forward, bool backward, bool left, bool right, bool up, bool down)
{
glm::vec3 acceleration(0.0f);
if (forward) acceleration += _forward;
if (backward) acceleration -= _forward;
if (right) acceleration += _right;
if (left) acceleration -= _right;
if (up) acceleration += _up;
if (down) acceleration -= _up;
if (glm::length(acceleration) > 0.1f)
acceleration = glm::normalize(acceleration) * _acceleration_rate;
_acceleration = acceleration;
}
glm::mat4 Camera::getViewMatrix()
{
return (glm::lookAt(_position, _position + _forward, _up));
}
glm::vec3 Camera::getPosition()
{
return (_position);
}
glm::vec2 Camera::getDirection()
{
return (glm::vec2(_pitch, _yaw));
}
GPUCamera Camera::getGPUData()
{
GPUCamera data;
data.view_matrix = getViewMatrix();
data.camera_position = _position;
data.aperture_size = _aperture_size;
data.focus_distance = _focus_distance;
data.fov = _fov;
data.bounce = _bounce;
return (data);
}
float Camera::getVelocity()
{
return (glm::length(_velocity));
}
int &Camera::getBounce()
{
return (_bounce);
}
float &Camera::getFov()
{
return (_fov);
}
float &Camera::getAperture()
{
return (_aperture_size);
}
float &Camera::getFocus()
{
return (_focus_distance);
}
void Camera::setPosition(glm::vec3 position)
{
_position = position;
}
void Camera::setDirection(float pitch, float yaw)
{
_pitch = pitch;
_yaw = yaw;
updateCameraVectors();
}
void Camera::setDOV(float aperture, float focus)
{
_aperture_size = aperture;
_focus_distance = focus;
}
void Camera::setBounce(int bounce)
{
_bounce = bounce;
}
void Camera::setFov(float fov)
{
_fov = fov;
}