Added visual camera upd

This commit is contained in:
Gorbunov 2024-05-15 12:56:54 +03:00
parent 960a4ce7ed
commit f071a02057
2 changed files with 198 additions and 0 deletions

94
include/camera.h Normal file
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#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;
};

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src/camera.cpp Normal file
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#include "camera.h"
#define GLM_ENABLE_EXPERIMENTAL
#include "glm/gtc/matrix_transform.hpp"
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/glm.hpp>
glm::mat4 Camera::getProjectionViewMatrix()
{
return getProjectionMatrix() * getViewMatrix();
}
glm::mat4 Camera::getViewMatrix()
{
return glm::lookAt({0,0,0}, getViewDirection(), upVector);
}
glm::mat4 Camera::getProjectionMatrix()
{
return glm::perspective(fovRadians,
aspectRatio, closePlane, farPlane);
}
glm::vec3 Camera::getViewDirection()
{
glm::vec3 viewDirection = {0,0,-1};
//now we rotate by y vector
viewDirection = glm::mat3(glm::rotate(viewAngle.x, upVector)) * viewDirection;
glm::vec3 vectorToTheRight = glm::cross(viewDirection, upVector);
//now we rotate by x vector
viewDirection = glm::mat3(glm::rotate(viewAngle.y, vectorToTheRight)) * viewDirection;
viewDirection = glm::normalize(viewDirection);
return viewDirection;
}
void Camera::rotateCamera(float x, float y)
{
if(!x && !y)
{
return;
}
x *= -1;
y *= -1;
//float speed = glm::radians(10.f);
float speed = 0.10;
viewAngle += glm::vec2{x, y} *speed;
viewAngle.y = glm::clamp(viewAngle.y, glm::radians(-89.f), glm::radians(89.f));
}
void CreativeModeCamera::move(glm::vec3 direction)
{
glm::vec3 m = {};
m.y = direction.y;
glm::vec3 moveFront = direction;
if (direction.x || direction.z)
{
glm::vec3 v = getViewDirection();
v.y = 0;
m -= glm::normalize(v) * direction.z;
m += glm::normalize(glm::cross(v, upVector)) * direction.x;
}
position += m;
}
void FlyCamera::move(glm::vec3 direction)
{
glm::vec3 m = {};
m.y = direction.y;
glm::vec3 moveFront = direction;
if (direction.x || direction.z || direction.y)
{
glm::vec3 v = getViewDirection();
glm::vec3 vectorToTheRight = glm::cross(v, upVector);
m -= glm::normalize(v) * direction.z;
m += glm::normalize(glm::cross(v, upVector)) * direction.x;
m -= glm::normalize(glm::cross(v, vectorToTheRight)) * direction.y;
}
position += m;
}