mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 07:28:12 +08:00
- remove roll - add constructor (position, yaw, pitch) - add API setPosition(pos) - set default zoom to 90
84 lines
1.9 KiB
C++
84 lines
1.9 KiB
C++
#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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inline glm::vec3 defaultOrigin() { return glm::vec3(1.0f, 1.0f, 1.0f); }
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inline glm::vec3 defaultTarget() { return glm::vec3(0.0f, 0.0f, 0.0f); }
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private:
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// Camera state
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glm::vec3 _position;
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glm::vec3 _right;
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glm::vec3 _front;
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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 _zoom = 90.0f;
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private:
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// Camera settings
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float _moveStep = 1.0f;
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private:
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// World settings
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glm::vec3 _worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
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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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private:
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void updateCameraState();
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};
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inline glm::mat4 Camera::viewMatrix() {
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return glm::lookAt(_position, _position + _front, _up);
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}
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inline void Camera::move(glm::vec3 direction, float step) {
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_position += direction * 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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}
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inline void Camera::setPitch(float angle) {
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_pitch = angle;
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updateCameraState();
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}
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inline void Camera::yaw(float deltaAngle) {
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_yaw += deltaAngle;
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updateCameraState();
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}
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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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