Linloir f5f2247274
Update Camera class
- remove roll
- add constructor (position, yaw, pitch)
- add API setPosition(pos)
- set default zoom to 90
2022-12-13 13:52:15 +08:00

49 lines
1.5 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) {
glm::vec3 direction = glm::normalize(target - position);
glm::vec3 right = glm::normalize(glm::cross(direction, _worldUp));
glm::vec3 up = glm::normalize(glm::cross(right, direction));
_right = right;
_front = direction;
_up = up;
_yaw = glm::degrees(glm::atan(direction.z, direction.x));
_pitch = glm::degrees(glm::asin(direction.y));
}
Camera::Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up) :
_position(position), _front(direction), _right(right), _up(up)
{
_yaw = glm::degrees(glm::atan(direction.z, direction.x));
_pitch = glm::degrees(glm::asin(direction.y));
}
Camera::Camera(glm::vec3 position, float yaw, float pitch) :
_position(position), _yaw(yaw), _pitch(pitch)
{
updateCameraState();
}
void Camera::updateCameraState() {
// Update front vector
glm::vec3 front;
front.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
front.y = sin(glm::radians(_pitch));
front.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
_front = glm::normalize(front);
// Update right vector
_right = glm::normalize(glm::cross(_front, _worldUp));
// Update up vector
_up = glm::normalize(glm::cross(_right, _front));
}