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camera.cpp
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#include "camera.h"
void Camera::handleMouseMotion(SDL_MouseMotionEvent motion, glm::vec2& currentEulerAngles)
{
// Dont do anything with mouse look if the cursor is enabled
if (m_cursorEnabled)
return;
int mouseX = motion.xrel;
int mouseY = motion.yrel;
float xOffset = (mouseX)*m_mouseSensitivity;
float yOffset = (mouseY)*m_mouseSensitivity;
currentEulerAngles.x += xOffset; // camera x is yaw
currentEulerAngles.y += yOffset * (m_invertMouse ? 1.0f : -1.0f); // camera y is pitch
if (currentEulerAngles.y < -89.0f) // pitch
currentEulerAngles.y = -89.0f;
if (currentEulerAngles.y > 89.0f)
currentEulerAngles.y = 89.0f;
updateCameraVectors(currentEulerAngles);
}
void Camera::handleMouseButtonDown(SDL_MouseButtonEvent mouseButtonEvent)
{
switch (mouseButtonEvent.button)
{
case SDL_BUTTON_LEFT:
break;
case SDL_BUTTON_RIGHT:
m_cursorEnabled = !m_cursorEnabled;
SDL_ShowCursor(m_cursorEnabled ? SDL_ENABLE : SDL_DISABLE);
SDL_SetRelativeMouseMode(m_cursorEnabled ? SDL_FALSE : SDL_TRUE);
break;
default:
//SDL_ShowSimpleMessageBox(0, "Mouse", "Some unhandled mouse button was pressed", window);
break;
}
}
void Camera::updateCameraVectors(glm::vec2 eulerAngles)
{
// calculate the new Front vector
glm::vec3 front;
front.x = cos(glm::radians(eulerAngles.x)) * cos(glm::radians(eulerAngles.y));
front.y = sin(glm::radians(eulerAngles.y));
front.z = sin(glm::radians(eulerAngles.x)) * cos(glm::radians(eulerAngles.y));
m_front = glm::normalize(front);
// also re-calculate the Right and Up vector
m_right = glm::normalize(glm::cross(m_front, m_worldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
m_up = glm::normalize(glm::cross(m_right, m_front));
}
glm::mat4 Camera::getViewMatrix(glm::vec3 position)
{
return glm::lookAt(position, position + m_front, m_up);
}