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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-06-20 16:25:21 +0200
committerLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-06-20 16:25:21 +0200
commitba2e09672bf88ed1016fc82bd88ac87df0a5b3a1 (patch)
tree3d3308541e5350d4639e217cb519fe55a34f6c45 /src/graphics/Camera3D.hpp
parent2017-06-17 (diff)
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diff --git a/src/graphics/Camera3D.hpp b/src/graphics/Camera3D.hpp
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-#pragma once
-
-// Std. Includes
-#include <vector>
-
-// GL Includes
-#include <GL/glew.h>
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-
-
-// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
-enum Camera_Movement {
- FORWARD,
- BACKWARD,
- LEFT,
- RIGHT
-};
-
-// Default camera values
-const GLfloat YAW = -90.0f;
-const GLfloat PITCH = 0.0f;
-const GLfloat SPEED = 30.0f;
-const GLfloat SENSITIVTY = 0.2f;
-const GLfloat ZOOM = 45.0f;
-
-// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
-class Camera3D {
-public:
- // Camera3D Attributes
- glm::vec3 Position;
- glm::vec3 Front;
- glm::vec3 Up;
- glm::vec3 Right;
- glm::vec3 WorldUp;
- // Eular Angles
- GLfloat Yaw;
- GLfloat Pitch;
- // Camera3D options
- GLfloat MovementSpeed;
- GLfloat MouseSensitivity;
- GLfloat Zoom;
-
- // Constructor with vectors
- explicit Camera3D(glm::vec3 position = glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f),
- GLfloat yaw = YAW, GLfloat pitch = PITCH);
-
- // Constructor with scalar values
- Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch);
-
- // Returns the view matrix calculated using Eular Angles and the LookAt Matrix
- glm::mat4 GetViewMatrix();
-
- // Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
- void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime);
-
- // Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
- void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true);
-
- // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
- void ProcessMouseScroll(GLfloat yoffset);
-
-private:
- // Calculates the front vector from the Camera3D's (updated) Eular Angles
- void updateCameraVectors();
-}; \ No newline at end of file