Files
tactileipc3d/test/onlygl/camera.h
2025-12-19 01:07:59 +08:00

110 lines
2.9 KiB
C++

#include <cmath>
#include <glad/glad.h>
#include <glm/ext/matrix_float4x4.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/geometric.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/trigonometric.hpp>
enum CameraMovement {
FORWARD,
BACKWARD,
LEFT,
RIGHT,
};
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;
class Camera {
public:
glm::vec3 position_;
glm::vec3 front_;
glm::vec3 up_;
glm::vec3 right_;
glm::vec3 worldup_;
float yaw_;
float pitch_;
float movement_speed_;
float mouse_sensitivity_;
float 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)),
movement_speed_(SPEED),
mouse_sensitivity_(SENSITIVITY),
zoom_(ZOOM) {
position_ = position;
worldup_ = up;
yaw_ = yaw;
pitch_ = pitch;
update_camera_vectors();
}
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))
, mouse_sensitivity_(SENSITIVITY),
zoom_(ZOOM){
position_ = glm::vec3(posx, posy, posz);
worldup_ = glm::vec3(upx, upy, upz);
yaw_ = yaw;
pitch_ = pitch;
update_camera_vectors();
}
glm::mat4 get_view_matrix() {
return glm::lookAt(position_, position_ + front_, up_);
}
void process_keyboard(CameraMovement direction, float deltatime) {
float velocity = movement_speed_ * deltatime;
if (direction == FORWARD) {
position_ += front_ * velocity;
}
if (direction == BACKWARD) {
position_ -= front_ * velocity;
}
if (direction == LEFT) {
position_ -= right_ * velocity;
}
if (direction == RIGHT) {
position_ += right_ * velocity;
}
position_.y = 0.0f;
}
void process_mouse_movement(float xoffset, float yoffset, GLboolean constrain_pitch = true) {
}
void process_mouse_scroll(float yoffset) {
zoom_ -= (float)yoffset;
if (zoom_ < 1.0f) {
zoom_ = 1.0f;
}
if (zoom_ > 45.0f) {
zoom_ = 45.0f;
}
}
private:
void update_camera_vectors() {
glm::vec3 front;
front.x = std::cos(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front.y = std::sin(glm::radians(pitch_));
front.z = std::sin(glm::radians(yaw_)) * std::cos(glm::radians(pitch_));
front_ = glm::normalize(front);
right_ = glm::normalize(glm::cross(front_, worldup_));
up_ = glm::normalize(glm::cross(right_, front_));
}
};