Engine2026/engine/camera.h
2026-02-03 05:24:21 +01:00

121 lines
No EOL
3.9 KiB
C++

#ifndef ENGINE2026_CAMERA_H
#define ENGINE2026_CAMERA_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// 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