#ifndef ENGINE2026_CAMERA_H #define ENGINE2026_CAMERA_H #include #include #include // Movement keys/buttons enum Camera_Movement { FORWARD, BACKWARD, LEFT, RIGHT }; // Default camera values const float YAW = -90.0f; const float PITCH = 0.0f; const float SPEED = 2.5f; const float SENSITIVITY = 0.1f; const float ZOOM = 45.0f; class Camera { public: glm::vec3 position, front, up, right, worldUp; float yaw, pitch; float movementSpeed, mouseSensitivity, zoom; // constructor with vectors Camera(glm::vec3 newPosition = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float newYaw = YAW, float newPitch = PITCH) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM) { position = newPosition; worldUp = up; yaw = newYaw; pitch = newPitch; updateCameraVectors(); } // constructor with scalar values Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float newYaw, float newPitch) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM) { position = glm::vec3(posX, posY, posZ); worldUp = glm::vec3(upX, upY, upZ); yaw = newYaw; pitch = newPitch; updateCameraVectors(); } // returns the view matrix calculated using Euler Angles and the LookAt Matrix glm::mat4 GetViewMatrix() { return glm::lookAt(position, position + front, up); } // processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems) void processKeyboard(Camera_Movement direction, float deltaTime) { float velocity = movementSpeed * deltaTime; if (direction == FORWARD) position += front * velocity; if (direction == BACKWARD) position -= front * velocity; if (direction == LEFT) position -= right * velocity; if (direction == RIGHT) position += right * velocity; } // processes input received from a mouse input system. Expects the offset value in both the x and y direction. void processMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true) { xoffset *= mouseSensitivity; yoffset *= mouseSensitivity; yaw += xoffset; pitch += yoffset; // make sure that when pitch is out of bounds, screen doesn't get flipped if (constrainPitch) { if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; } // update Front, Right and Up Vectors using the updated Euler angles updateCameraVectors(); } // processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis void processMouseScroll(float yoffset) { zoom -= (float)yoffset; if (zoom < 1.0f) zoom = 1.0f; if (zoom > 45.0f) zoom = 45.0f; } private: // calculates the front vector from the Camera's (updated) Euler Angles void updateCameraVectors() { // calculate the new Front vector glm::vec3 newFront; newFront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); newFront.y = sin(glm::radians(pitch)); newFront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); front = glm::normalize(newFront); // also re-calculate the Right and Up vector right = glm::normalize(glm::cross(front, worldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. up = glm::normalize(glm::cross(right, front)); } }; #endif