// Universium Engine - Voxel Planets engine // Copyright (C) 2018 Evert "Diamond" Prants // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include "Camera.h" #include "util/Log.h" #include "Application.h" // TODO: use Roll Camera::Camera(glm::vec3 position, glm::vec3 up, GLfloat yaw, GLfloat pitch, GLfloat roll) : m_front(glm::vec3(0.0f, 0.0f, -1.0f)), m_movementSpeed(SPEED), m_mouseSensitivity(SENSITIVTY), m_zoom(ZOOM) { m_position = position; m_worldUp = up; m_yaw = yaw; m_pitch = pitch; m_roll = roll; updateCameraVectors(); updateProjection(); } Camera::Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch, GLfloat roll) : m_front(glm::vec3(0.0f, 0.0f, -1.0f)), m_movementSpeed(SPEED), m_mouseSensitivity(SENSITIVTY), m_zoom(ZOOM) { m_position = glm::vec3(posX, posY, posZ); m_worldUp = glm::vec3(upX, upY, upZ); m_yaw = yaw; m_pitch = pitch; m_roll = roll; updateCameraVectors(); updateProjection(); } Camera::~Camera() { } glm::mat4 Camera::getViewMatrix() { return glm::lookAt(m_position, m_position + m_front, m_up); } void Camera::shaderViewProjection(Shader& shader) { shader.setUniform("viewMatrix", getViewMatrix()); shader.setUniform("projectionMatrix", m_projection); } void Camera::processKeyboard(Camera_Movement direction, GLfloat deltaTime) { GLfloat velocity = m_movementSpeed * deltaTime; if (direction == FORWARD) m_position += m_front * velocity; if (direction == BACKWARD) m_position -= m_front * velocity; if (direction == LEFT) m_position -= m_right * velocity; if (direction == RIGHT) m_position += m_right * velocity; } void Camera::processMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true) { xoffset *= m_mouseSensitivity; yoffset *= m_mouseSensitivity; m_yaw += xoffset; m_pitch += yoffset; // Make sure that when pitch is out of bounds, screen doesn't get flipped if (constrainPitch) { if (m_pitch > 89.0f) { m_pitch = 89.0f; } if (m_pitch < -89.0f) { m_pitch = -89.0f; } } // Update Front, Right and Up Vectors using the updated Eular angles updateCameraVectors(); } void Camera::processMouseScroll(GLfloat yoffset) { if (m_zoom >= 44.0f && m_zoom <= 45.0f) { m_zoom -= yoffset; } if (m_zoom <= 44.0f) { m_zoom = 44.0f; } if (m_zoom >= 45.0f) { m_zoom = 45.0f; } updateProjection(); } void Camera::updateProjection(void) { // Recalculate the projection matrix glm::vec2 screenDims = Application::getInstance().getScreenDimensions(); m_projection = glm::perspective(getFOV(), (GLfloat)screenDims.x/(GLfloat)screenDims.y, 0.1f, 100.0f); } void Camera::updateCameraVectors(void) { // Calculate the new Front vector glm::vec3 front; front.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch)); front.y = sin(glm::radians(m_pitch)); front.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch)); m_front = glm::normalize(front); // Also re-calculate the Right and Up vector // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. m_right = glm::normalize(glm::cross(m_front, m_worldUp)); m_up = glm::normalize(glm::cross(m_right, m_front)); }