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DebugCamera.hpp
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104 lines (87 loc) · 2.76 KB
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#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>
#include "Keyboard.hpp"
#include "Mouse.hpp"
struct Camera
{
glm::vec3 CameraPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 CameraFront = glm::vec3(1.0f, 0.0f, 0.0f);
glm::vec3 CameraUp = glm::vec3(0.0f, 0.0f, 1.0f);
float Pitch = 0.0f;
float Yaw = 0.0f;
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 0.1f, 100.0f);
glm::mat4 View = glm::mat4(1.0f);
glm::mat4 Model = glm::rotate(glm::mat4(1.0f), glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
virtual void Update() = 0;
};
struct DebugCamera : Camera
{
virtual void Update() override
{
View = glm::lookAt(CameraPos, CameraPos + CameraFront, CameraUp);
}
void SetupInput()
{
auto CameraSpeed = []()
{
return 6.5f * DeltaTime;
};
Mouse::AddMouseEvent(
[&](float XOffset, float YOffset, float LastX, float LastY)
{
float Sensitivity = 0.1f;
XOffset *= Sensitivity;
YOffset *= Sensitivity;
Yaw -= XOffset;
Pitch += YOffset;
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
glm::vec3 Direction {};
Direction.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Direction.y = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Direction.z = sin(glm::radians(Pitch)); // Since the positive Z-axis is up
CameraFront = glm::normalize(Direction);
});
Keyboard::AddKeyboardEvent(
GLFW_KEY_W,
[&]()
{
CameraPos += CameraSpeed() * CameraFront;
});
Keyboard::AddKeyboardEvent(
GLFW_KEY_S,
[&]()
{
CameraPos -= CameraSpeed() * CameraFront;
});
Keyboard::AddKeyboardEvent(
GLFW_KEY_A,
[&]()
{
CameraPos -= glm::normalize(glm::cross(CameraFront, CameraUp)) * CameraSpeed();
});
Keyboard::AddKeyboardEvent(
GLFW_KEY_D,
[&]()
{
CameraPos += glm::normalize(glm::cross(CameraFront, CameraUp)) * CameraSpeed();
});
Keyboard::AddKeyboardEvent(
GLFW_KEY_E,
[&]()
{
CameraPos.z += CameraSpeed();
});
Keyboard::AddKeyboardEvent(
GLFW_KEY_Q,
[&]()
{
CameraPos.z -= CameraSpeed();
});
}
};