61 lines
1.4 KiB
C++

#pragma once
#include <GLM/ext/matrix_transform.hpp>
#include "camera.h"
// If no default input, set camera to (1, 1, 1) looking at (0, 0, 0)
Camera::Camera() : Camera(defaultOrigin(), defaultTarget()) {}
Camera::Camera(glm::vec3 position, glm::vec3 target) : _position(position) {
updateCameraState();
}
Camera::Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up) :
_position(position), _front(direction), _right(right), _up(up)
{
updateCameraState();
}
inline glm::mat4 Camera::viewMatrix() {
return glm::lookAt(_position, _position + _front, _up);
}
inline void Camera::move(glm::vec3 direction, float step) {
_position += direction * step;
updateCameraState();
}
inline void Camera::pitch(float deltaAngle) {
_pitch += deltaAngle;
updateCameraState();
}
inline void Camera::setPitch(float angle) {
_pitch = angle;
updateCameraState();
}
inline void Camera::yaw(float deltaAngle) {
_yaw += deltaAngle;
updateCameraState();
}
inline void Camera::setYaw(float angle) {
_yaw = angle;
updateCameraState();
}
inline void Camera::roll(float deltaAngle) {
_roll += deltaAngle;
updateCameraState();
}
inline void Camera::setRoll(float angle) {
_roll = angle;
updateCameraState();
}
void Camera::updateCameraState() {
// TODO: Implement vector update with roll pitch, and *roll*
}