Readjust camera's FOV zoom code.

This commit is contained in:
Joey de Vries
2020-05-17 17:06:07 +02:00
parent ef0dcfd5ab
commit e7d809b317
2 changed files with 22 additions and 24 deletions

View File

@@ -27,21 +27,21 @@ const float ZOOM = 45.0f;
class Camera class Camera
{ {
public: public:
// Camera Attributes // camera Attributes
glm::vec3 Position; glm::vec3 Position;
glm::vec3 Front; glm::vec3 Front;
glm::vec3 Up; glm::vec3 Up;
glm::vec3 Right; glm::vec3 Right;
glm::vec3 WorldUp; glm::vec3 WorldUp;
// Euler Angles // euler Angles
float Yaw; float Yaw;
float Pitch; float Pitch;
// Camera options // camera options
float MovementSpeed; float MovementSpeed;
float MouseSensitivity; float MouseSensitivity;
float Zoom; float Zoom;
// Constructor with vectors // constructor with vectors
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM) Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
{ {
Position = position; Position = position;
@@ -50,7 +50,7 @@ public:
Pitch = pitch; Pitch = pitch;
updateCameraVectors(); updateCameraVectors();
} }
// Constructor with scalar values // constructor with scalar values
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM) Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
{ {
Position = glm::vec3(posX, posY, posZ); Position = glm::vec3(posX, posY, posZ);
@@ -60,13 +60,13 @@ public:
updateCameraVectors(); updateCameraVectors();
} }
// Returns the view matrix calculated using Euler Angles and the LookAt Matrix // returns the view matrix calculated using Euler Angles and the LookAt Matrix
glm::mat4 GetViewMatrix() glm::mat4 GetViewMatrix()
{ {
return glm::lookAt(Position, Position + Front, Up); return glm::lookAt(Position, Position + Front, Up);
} }
// 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) // 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, float deltaTime) void ProcessKeyboard(Camera_Movement direction, float deltaTime)
{ {
float velocity = MovementSpeed * deltaTime; float velocity = MovementSpeed * deltaTime;
@@ -80,7 +80,7 @@ public:
Position += Right * velocity; Position += Right * velocity;
} }
// Processes input received from a mouse input system. Expects the offset value in both the x and y direction. // processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true) void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{ {
xoffset *= MouseSensitivity; xoffset *= MouseSensitivity;
@@ -89,7 +89,7 @@ public:
Yaw += xoffset; Yaw += xoffset;
Pitch += yoffset; Pitch += yoffset;
// Make sure that when pitch is out of bounds, screen doesn't get flipped // make sure that when pitch is out of bounds, screen doesn't get flipped
if (constrainPitch) if (constrainPitch)
{ {
if (Pitch > 89.0f) if (Pitch > 89.0f)
@@ -98,33 +98,32 @@ public:
Pitch = -89.0f; Pitch = -89.0f;
} }
// Update Front, Right and Up Vectors using the updated Euler angles // update Front, Right and Up Vectors using the updated Euler angles
updateCameraVectors(); updateCameraVectors();
} }
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis // processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(float yoffset) void ProcessMouseScroll(float yoffset)
{ {
if (Zoom >= 1.0f && Zoom <= 45.0f) Zoom -= (float)yoffset;
Zoom -= yoffset; if (Zoom < 1.0f)
if (Zoom <= 1.0f)
Zoom = 1.0f; Zoom = 1.0f;
if (Zoom >= 45.0f) if (Zoom > 45.0f)
Zoom = 45.0f; Zoom = 45.0f;
} }
private: private:
// Calculates the front vector from the Camera's (updated) Euler Angles // calculates the front vector from the Camera's (updated) Euler Angles
void updateCameraVectors() void updateCameraVectors()
{ {
// Calculate the new Front vector // calculate the new Front vector
glm::vec3 front; glm::vec3 front;
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch)); front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
front.y = sin(glm::radians(Pitch)); front.y = sin(glm::radians(Pitch));
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch)); front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Front = glm::normalize(front); Front = glm::normalize(front);
// Also re-calculate the Right and Up vector // also re-calculate the Right and Up vector
Right = glm::normalize(glm::cross(Front, WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. Right = glm::normalize(glm::cross(Front, WorldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
Up = glm::normalize(glm::cross(Right, Front)); Up = glm::normalize(glm::cross(Right, Front));
} }
}; };

View File

@@ -349,10 +349,9 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
// ---------------------------------------------------------------------- // ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{ {
if (fov >= 1.0f && fov <= 45.0f) fov -= (float)yoffset;
fov -= yoffset; if (fov < 1.0f)
if (fov <= 1.0f)
fov = 1.0f; fov = 1.0f;
if (fov >= 45.0f) if (fov > 45.0f)
fov = 45.0f; fov = 45.0f;
} }