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Camera3D.h
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Camera3D.h
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#pragma once
// #include "GameMaths.h"
// #include "Input.h"
bool cam_mouse_controls = false;
struct Camera3D {
vec3 pos;
vec3 fwd, up, rgt;
float pitch, yaw;
float move_speed, turn_speed;
mat4 V, P;
void init();
void init(vec3 cam_pos);
void init(vec3 cam_pos, vec3 target_pos);
void update_debug(double dt);
void update_player(vec3 player_pos, double dt);
};
Camera3D g_camera;
void Camera3D::init(){
pos = vec3(0,1,5);
fwd = vec3(0,0,-1);
up = vec3(0,1,0);
rgt = vec3(1,0,0);
yaw = 0;
pitch = 0;
move_speed = 10;
turn_speed = 100;
V = look_at(pos, pos+fwd, up);
P = perspective(90/gl_aspect_ratio, gl_aspect_ratio, 0.1f, 100.0f);
if(cam_mouse_controls) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
void Camera3D::init(vec3 cam_pos){
pos = cam_pos;
V = look_at(cam_pos, cam_pos+vec3(0,0,-1), vec3(0,1,0));
P = perspective(90/gl_aspect_ratio, gl_aspect_ratio, 0.1f, 100.0f);
rgt = vec3(V.m[0], V.m[4], V.m[8]);
up = vec3(V.m[1], V.m[5], V.m[9]);
fwd = vec3(-V.m[2], -V.m[6], -V.m[10]);
yaw = acos(V.m[0])*ONE_RAD_IN_DEG;
pitch = -acos(V.m[5])*ONE_RAD_IN_DEG; //no idea why you negate this and not yaw, it just works
move_speed = 10;
turn_speed = 100;
if(cam_mouse_controls) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
void Camera3D::init(vec3 cam_pos, vec3 target_pos){
pos = cam_pos;
V = look_at(cam_pos, target_pos, vec3(0,1,0));
P = perspective(90/gl_aspect_ratio, gl_aspect_ratio, 0.1f, 100.0f);
rgt = vec3(V.m[0], V.m[4], V.m[8]);
up = vec3(V.m[1], V.m[5], V.m[9]);
fwd = vec3(-V.m[2], -V.m[6], -V.m[10]);
yaw = acos(V.m[0])*ONE_RAD_IN_DEG;
pitch = -acos(V.m[5])*ONE_RAD_IN_DEG; //no idea why you negate this and not yaw, it just works
move_speed = 10;
turn_speed = 100;
if(cam_mouse_controls) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
void Camera3D::update_debug(double dt){
//WASD Movement (constrained to the x-z plane)
if(g_input[MOVE_FORWARD]) {
vec3 xz_proj = normalise(vec3(fwd.x, 0, fwd.z));
pos += xz_proj*move_speed*dt;
}
if(g_input[MOVE_LEFT]) {
vec3 xz_proj = normalise(vec3(rgt.x, 0, rgt.z));
pos -= xz_proj*move_speed*dt;
}
if(g_input[MOVE_BACK]) {
vec3 xz_proj = normalise(vec3(fwd.x, 0, fwd.z));
pos -= xz_proj*move_speed*dt;
}
if(g_input[MOVE_RIGHT]) {
vec3 xz_proj = normalise(vec3(rgt.x, 0, rgt.z));
pos += xz_proj*move_speed*dt;
}
//Increase/decrease elevation
if(g_input[RAISE_CAM]) {
pos.y += move_speed*dt;
}
if(g_input[LOWER_CAM]) {
pos.y -= move_speed*dt;
}
//Rotation
if(!cam_mouse_controls){
if(g_input[TURN_CAM_LEFT]) {
yaw += turn_speed*dt;
}
if(g_input[TURN_CAM_RIGHT]) {
yaw -= turn_speed*dt;
}
if(g_input[TILT_CAM_UP]) {
pitch += turn_speed*dt;
}
if(g_input[TILT_CAM_DOWN]) {
pitch -= turn_speed*dt;
}
}
else {
yaw += (g_mouse.prev_xpos-g_mouse.xpos) * g_mouse.sensitivity * turn_speed*dt;
pitch += (g_mouse.prev_ypos-g_mouse.ypos) * g_mouse.sensitivity * turn_speed*dt;
}
//Update matrices
pitch = MIN(MAX(pitch, -89), 80); //Clamp pitch
mat4 R = rotate_x_deg(rotate_y_deg(identity_mat4(), -yaw), -pitch); //how does this work?
//Surely rotating by the yaw will misalign the x-axis for the pitch rotation and screw this up?
//Seems to work for now! ¯\_(ツ)_/¯
rgt = inverse(R)*vec4(1,0,0,0); //I guess it makes sense that you have to invert
up = inverse(R)*vec4(0,1,0,0); //R to calculate these??? I don't know anymore
fwd = inverse(R)*vec4(0,0,-1,0);
V = translate(identity_mat4(), pos*(-1));
V = R*V;
}
void Camera3D::update_player(vec3 player_pos, double dt){
//Rotation
if(!cam_mouse_controls){
if(g_input[TURN_CAM_LEFT]) {
yaw += turn_speed*dt;
}
if(g_input[TURN_CAM_RIGHT]) {
yaw -= turn_speed*dt;
}
if(g_input[TILT_CAM_UP]) {
pitch += turn_speed*dt;
}
if(g_input[TILT_CAM_DOWN]) {
pitch -= turn_speed*dt;
}
}
else {
yaw += (g_mouse.prev_xpos-g_mouse.xpos) * g_mouse.sensitivity * turn_speed*dt;
pitch += (g_mouse.prev_ypos-g_mouse.ypos) * g_mouse.sensitivity * turn_speed*dt;
}
//Update matrices
pitch = MIN(MAX(pitch, -89), 80); //Clamp pitch
mat4 R = rotate_x_deg(rotate_y_deg(identity_mat4(), -yaw), -pitch); //how does this work?
//Surely rotating by the yaw will misalign the x-axis for the pitch rotation and screw this up?
//Seems to work for now! ¯\_(ツ)_/¯
rgt = inverse(R)*vec4(1,0,0,0); //I guess it makes sense that you have to invert
up = inverse(R)*vec4(0,1,0,0); //R to calculate these??? I don't know anymore
fwd = inverse(R)*vec4(0,0,-1,0);
pos = player_pos-fwd*5 + up*2;
V = translate(identity_mat4(), pos*(-1));
V = R*V;
}
void window_resize_callback(GLFWwindow* window, int width, int height){
gl_width = width;
gl_height = height;
gl_aspect_ratio = (float)gl_width/gl_height;
g_camera.P = perspective(90/gl_aspect_ratio, gl_aspect_ratio, 0.1f, 100.0f);
int fb_w, fb_h;
glfwGetFramebufferSize(window,&fb_w,&fb_h);
glViewport(0,0,fb_w,fb_h);
}