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https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 15:38:11 +08:00
Update Camera class
- remove roll - add constructor (position, yaw, pitch) - add API setPosition(pos) - set default zoom to 90
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@ -8,15 +8,42 @@
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Camera::Camera() : Camera(defaultOrigin(), defaultTarget()) {}
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Camera::Camera(glm::vec3 position, glm::vec3 target) : _position(position) {
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updateCameraState();
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glm::vec3 direction = glm::normalize(target - position);
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glm::vec3 right = glm::normalize(glm::cross(direction, _worldUp));
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glm::vec3 up = glm::normalize(glm::cross(right, direction));
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_right = right;
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_front = direction;
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_up = up;
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_yaw = glm::degrees(glm::atan(direction.z, direction.x));
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_pitch = glm::degrees(glm::asin(direction.y));
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}
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Camera::Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up) :
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_position(position), _front(direction), _right(right), _up(up)
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{
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_yaw = glm::degrees(glm::atan(direction.z, direction.x));
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_pitch = glm::degrees(glm::asin(direction.y));
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}
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Camera::Camera(glm::vec3 position, float yaw, float pitch) :
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_position(position), _yaw(yaw), _pitch(pitch)
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{
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updateCameraState();
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}
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void Camera::updateCameraState() {
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// TODO: Implement vector update with roll pitch, and *roll*
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// Update front vector
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glm::vec3 front;
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front.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
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front.y = sin(glm::radians(_pitch));
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front.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
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_front = glm::normalize(front);
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// Update right vector
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_right = glm::normalize(glm::cross(_front, _worldUp));
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// Update up vector
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_up = glm::normalize(glm::cross(_right, _front));
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include <GLM/glm.hpp>
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#include <GLM/ext/matrix_transform.hpp>
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class Camera {
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public:
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@ -15,8 +16,7 @@ private:
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glm::vec3 _up;
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float _yaw = 0.0f;
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float _pitch = 0.0f;
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float _roll = 0.0f;
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float _zoom = 1.0f;
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float _zoom = 90.0f;
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private:
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// Camera settings
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@ -30,18 +30,19 @@ public:
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Camera();
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Camera(glm::vec3 position, glm::vec3 target);
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Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up);
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Camera(glm::vec3 position, float yaw, float pitch);
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public:
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inline float zoom() const { return _zoom; }
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inline glm::mat4 viewMatrix();
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public:
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inline void move(glm::vec3 direction, float step);
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inline void setPosition(glm::vec3 position);
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inline void pitch(float deltaAngle);
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inline void setPitch(float angle);
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inline void yaw(float deltaAngle);
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inline void setYaw(float angle);
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inline void roll(float deltaAngle);
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inline void setRoll(float angle);
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private:
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void updateCameraState();
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@ -56,6 +57,11 @@ inline void Camera::move(glm::vec3 direction, float step) {
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updateCameraState();
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}
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inline void Camera::setPosition(glm::vec3 position) {
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_position = position;
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updateCameraState();
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}
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inline void Camera::pitch(float deltaAngle) {
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_pitch += deltaAngle;
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updateCameraState();
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@ -75,13 +81,3 @@ inline void Camera::setYaw(float angle) {
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_yaw = angle;
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updateCameraState();
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}
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inline void Camera::roll(float deltaAngle) {
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_roll += deltaAngle;
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updateCameraState();
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}
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inline void Camera::setRoll(float angle) {
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_roll = angle;
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updateCameraState();
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}
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