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feat(camera): add camera file
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99
src/camera.cpp
Executable file
99
src/camera.cpp
Executable file
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#include "camera.hpp"
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Camera::Camera(int width, int height, GLFWwindow* window, float sensitivity)
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: screenWidth(width),
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screenHeight(height),
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window(window),
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cameraYaw(-90.0f),
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cameraPitch(10.0f),
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speed(3.0f),
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cameraSensitivity(sensitivity),
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fov(45.0f),
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cameraPosition(0.0f, 0.0f, 0.0f),
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cameraFront(0.0f, 0.0f, -1.0f),
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worldUp(0.0f, 1.0f, 0.0f),
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firstMouse(true)
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{
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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void Camera::update(float deltaTime)
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{
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processInput(deltaTime);
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processMouseMovement();
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updateCameraVectors();
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}
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void Camera::processInput(float deltaTime)
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{
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float velocity = speed * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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cameraPosition += cameraFront * velocity;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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cameraPosition -= cameraFront * velocity;
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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cameraPosition += cameraRight * velocity;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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cameraPosition -= cameraRight * velocity;
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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cameraPosition += cameraUp * velocity;
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if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
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cameraPosition -= cameraUp * velocity;
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// Zoom
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
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fov = 35.0f;
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else
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fov = 45.0f;
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}
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void Camera::processMouseMovement()
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{
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double mouseX, mouseY;
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glfwGetCursorPos(window, &mouseX, &mouseY);
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if (firstMouse) {
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mousePosX = mouseX;
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mousePosY = mouseY;
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firstMouse = false;
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return;
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}
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float deltaX = static_cast<float>(mouseX - mousePosX);
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float deltaY = static_cast<float>(mousePosY - mouseY);
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mousePosX = mouseX;
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mousePosY = mouseY;
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deltaX *= cameraSensitivity;
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deltaY *= cameraSensitivity;
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cameraYaw += deltaX;
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cameraPitch += deltaY;
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if (cameraPitch > 89.0f) cameraPitch = 89.0f;
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if (cameraPitch < -89.0f) cameraPitch = -89.0f;
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}
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void Camera::updateCameraVectors()
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{
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glm::vec3 front;
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front.x = cos(glm::radians(cameraYaw)) * cos(glm::radians(cameraPitch));
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front.y = sin(glm::radians(cameraPitch));
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front.z = sin(glm::radians(cameraYaw)) * cos(glm::radians(cameraPitch));
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cameraFront = glm::normalize(front);
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cameraRight = glm::normalize(glm::cross(cameraFront, worldUp));
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cameraUp = glm::normalize(glm::cross(cameraRight, cameraFront));
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}
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glm::mat4 Camera::getViewMatrix()
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{
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return glm::lookAt(cameraPosition, cameraPosition + cameraFront, cameraUp);
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}
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