2022-12-12 22:20:59 +08:00

88 lines
1.9 KiB
C++

#pragma once
#include <GLM/glm.hpp>
class Camera {
public:
inline glm::vec3 defaultOrigin() { return glm::vec3(1.0f, 1.0f, 1.0f); }
inline glm::vec3 defaultTarget() { return glm::vec3(0.0f, 0.0f, 0.0f); }
private:
// Camera state
glm::vec3 _position;
glm::vec3 _right;
glm::vec3 _front;
glm::vec3 _up;
float _yaw = 0.0f;
float _pitch = 0.0f;
float _roll = 0.0f;
float _zoom = 1.0f;
private:
// Camera settings
float _moveStep = 1.0f;
private:
// World settings
glm::vec3 _worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
public:
Camera();
Camera(glm::vec3 position, glm::vec3 target);
Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up);
public:
inline glm::mat4 viewMatrix();
public:
inline void move(glm::vec3 direction, float step);
inline void pitch(float deltaAngle);
inline void setPitch(float angle);
inline void yaw(float deltaAngle);
inline void setYaw(float angle);
inline void roll(float deltaAngle);
inline void setRoll(float angle);
private:
void 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();
}