feat(camera): add projection matrix and accessors

This commit refactors the Camera class to add clarity and better logic:

- Integrates variables directly from constructor to the header for cleaner code
- Adds getters and setters for fov, speed, cameraSensitivity and position
- Duplicates projection matrix from cube to camera
- Adds comments to the header file
- TODO: the projection matrix from the cube loop function must now be replaced by the call to the `glm::mat4 getProjectionMatrix()` camera function
This commit is contained in:
2025-12-08 11:20:05 +01:00
parent a349be7064
commit 0f15a015d4
2 changed files with 75 additions and 23 deletions

View File

@@ -4,18 +4,10 @@
#include <GLFW/glfw3.h>
Camera::Camera(int width, int height, GLFWwindow* window, float sensitivity)
: screenWidth(width),
screenHeight(height),
: width(width),
height(height),
window(window),
cameraYaw(-90.0f),
cameraPitch(10.0f),
speed(3.0f),
cameraSensitivity(sensitivity),
fov(45.0f),
cameraPosition(0.0f, 0.0f, 0.0f),
cameraFront(0.0f, 0.0f, -1.0f),
worldUp(0.0f, 1.0f, 0.0f),
firstMouse(true)
cameraSensitivity(sensitivity)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
updateCameraVectors();
@@ -28,6 +20,7 @@ void Camera::update(float deltaTime)
updateCameraVectors();
}
// TODO: callback management
void Camera::processInput(float deltaTime)
{
float velocity = speed * deltaTime;
@@ -97,7 +90,44 @@ void Camera::updateCameraVectors()
cameraUp = glm::normalize(glm::cross(cameraRight, cameraFront));
}
glm::mat4 Camera::getViewMatrix()
glm::mat4 Camera::getViewMatrix() const
{
return glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
}
glm::mat4 Camera::getProjectionMatrix() const
{
return glm::perspective(
glm::radians(this->fov),
static_cast<float>(this->width) / static_cast<float>(this->height), 0.1f,
100.0f);
}
void Camera::setSpeed(float newSpeed)
{
if (newSpeed > 0.0f)
{
speed = newSpeed;
}
}
void Camera::setCameraSensitivity(float newSensitivity)
{
if (newSensitivity > 0.0f)
{
cameraSensitivity = newSensitivity;
}
}
void Camera::setFov(float newFov)
{
if (newFov > 1.0f && newFov < 179.0f)
{
fov = newFov;
}
}
void Camera::setPosition(const glm::vec3& newPosition)
{
cameraPosition = newPosition;
}