95 lines
1.5 KiB
C
95 lines
1.5 KiB
C
|
#pragma once
|
||
|
#include <glm/glm.hpp>
|
||
|
|
||
|
class Camera
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
glm::vec3 &getPosition() { return position; }
|
||
|
|
||
|
glm::ivec3 getPositionInWorld()
|
||
|
{
|
||
|
glm::ivec3 p = position;
|
||
|
|
||
|
if (position.x < 0)
|
||
|
{
|
||
|
p.x--;
|
||
|
}
|
||
|
|
||
|
if(position.y < 0)
|
||
|
{
|
||
|
p.y--;
|
||
|
}
|
||
|
|
||
|
if(position.z < 0)
|
||
|
{
|
||
|
p.z--;
|
||
|
}
|
||
|
|
||
|
return p;
|
||
|
}
|
||
|
|
||
|
glm::vec3 getViewDirection();
|
||
|
|
||
|
//full view transform matrix
|
||
|
glm::mat4 getProjectionViewMatrix();
|
||
|
|
||
|
//view matrix
|
||
|
glm::mat4 getViewMatrix();
|
||
|
|
||
|
//just the projection matrix
|
||
|
glm::mat4 getProjectionMatrix();
|
||
|
|
||
|
void rotateCamera(glm::vec2 v) { rotateCamera(v.x, v.y); }
|
||
|
void rotateCamera(float x, float y);
|
||
|
|
||
|
void updateAspectRatio(float w, float h)
|
||
|
{
|
||
|
aspectRatio = w / h;
|
||
|
}
|
||
|
|
||
|
virtual void move(glm::vec3 direction) = 0;
|
||
|
|
||
|
|
||
|
protected:
|
||
|
|
||
|
glm::vec3 position = {};
|
||
|
glm::vec3 upVector = { 0,1,0 };
|
||
|
|
||
|
glm::vec2 viewAngle = {};
|
||
|
|
||
|
float fovRadians = glm::radians(100.f);
|
||
|
float closePlane = 0.1f;
|
||
|
float farPlane = 100.f;
|
||
|
float aspectRatio = 1.f;
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
//just moves in the direction without taking into acount it's orientation
|
||
|
class KinematicCamera : public Camera
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
virtual void move(glm::vec3 direction) override { position += direction; };
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
//moves in the direction of the orientation but stays at the same height
|
||
|
class CreativeModeCamera: public Camera
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
virtual void move(glm::vec3 direction) override;
|
||
|
};
|
||
|
|
||
|
//just moves in the direction of the orientation
|
||
|
class FlyCamera: public Camera
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
virtual void move(glm::vec3 direction) override;
|
||
|
|
||
|
};
|