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Camera.h
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49 lines (36 loc) · 1.1 KB
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#pragma once
#define GLM_ENABLE_EXPERIMENTAL
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
#include<glm/gtx/rotate_vector.hpp>
#include<glm/gtx/vector_angle.hpp>
#include "ShaderClass.h"
constexpr float baseSpeed = 0.01f;
constexpr float runSpeed = 0.1f;
class Camera
{
public:
glm::vec3 Position;
glm::vec3 Forward = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 Up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 cameraMatrix = glm::mat4(1.0f);
//Variable to avoid issues when clicking other than in the middle of the screen
bool firstClick = true;
//Size of the camera port
int width;
int height;
//Camera movement speed
float speed = baseSpeed;
//Camera rotation speed
float sensitivity = 10.0f;
Camera(int width, int height, glm::vec3 position);
//Calculates camera matrix
void UpdateMatrix(float FOVdeg, float nearPlane, float farPlane);
//Exports the camera matrix to a shader
void Matrix(Shader& shader, const char* uniform);
//Handles player inputs
void Inputs(GLFWwindow* window);
};