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#include "camera.h"
#include <iostream>
Camera::Camera(int width, int height, glm::vec3 pos, glm::vec3 look,
glm::vec3 up, float fov, float nearPlane, float farPlane):
m_width(width),
m_height(height),
m_pos(pos),
m_look(look),
m_up(up),
m_fov(fov),
m_aspect(width/float(height)),
m_near(nearPlane),
m_far(farPlane)
{
calculateProjection();
calculateView();
}
Camera::~Camera(){
}
glm::mat4 Camera::getProjection(){
return m_proj;
}
glm::mat4 Camera::getView(){
return m_view;
}
void Camera::resize(int width, int height){
m_width = width;
m_height = height;
m_aspect = float(width)/float(height);
calculateProjection();
}
void Camera::translate(glm::vec3 move){
m_pos += move;
calculateView();
}
void Camera::setPos(glm::vec3 newPos){
m_pos = newPos;
calculateView();
}
glm::vec3 Camera::getPos(){
return m_pos;
}
void Camera::rotate(float angle, glm::vec3 axis){
glm::mat4 lookRotation = glm::rotate(glm::mat4(1), angle, axis);
glm::vec3 tempLook = glm::vec3(lookRotation * glm::vec4(m_look, 0));
if(glm::cross(tempLook, m_up) != glm::vec3(0)){
m_look = tempLook;
calculateView();
}
}
void Camera::setLook(glm::vec3 newLook){
// std::cout << "up: " << m_up.x << "," << m_up.y << "," << m_up.z << std::endl;
// std::cout << "look: " << newLook.x << "," << newLook.y << "," << newLook.z << std::endl;
if(glm::cross(newLook, m_up) == glm::vec3(0)){
std::cout<<"Error: Look vector cannot be parallel to up vector!"<<std::endl;
return;
}
m_look = newLook;
calculateView();
}
glm::vec3 Camera::getLook(){
return m_look;
}
void Camera::setUp(glm::vec3 newUp){
if(glm::cross(newUp, m_look) == glm::vec3(0)){
std::cout<<"Error: Up vector cannot be parallel to look vector!"<<std::endl;
return;
}
m_up = newUp;
calculateView();
}
glm::vec3 Camera::getUp(){
return m_up;
}
void Camera::calculateProjection(){
m_proj = glm::perspective(m_fov, m_aspect, m_near, m_far);
}
void Camera::calculateView(){
// eye, lookat, up
m_view = glm::lookAt(m_pos, m_look, m_up);
}
//
glm::vec3 Camera::getViewDirection(){
return -glm::transpose(m_view)[2];
}
glm::vec3 Camera::getRight(){
return glm::transpose(m_view)[0];
}
glm::vec3 Camera::getLookAt(){
return m_look;
}
int Camera::getWidth(){
return m_width;
}
int Camera::getHeight(){
return m_height;
}
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