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Copy pathcamera.cpp
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51 lines (40 loc) · 1.3 KB
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#include "camera.h"
camera::camera() {
cameraPos = glm::vec3(0.0f, 100.0f, 3.0f);
cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
lastX = 400; //dlaczego tu tak jest nie pamietal lol
lastY = 300;
yaw = -90.0f;
firstMouse = true;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
}
void camera::temporarySetCamera(glm::vec3 set) {
cameraPos = set;
}
void camera::moveCamera(glm::vec3 move) {
cameraPos += move;
}
void camera::updateCamera() {
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(direction);
}
void camera::moveUp(float speed) {
cameraPos += speed * cameraUp;
}
void camera::moveDown(float speed) {
cameraPos -= speed * cameraUp;
}
glm::vec2 camera::getXY() const {
return glm::vec2(cameraPos.x, cameraPos.z);
}
glm::vec3 camera::getXYZ() const {
return glm::vec3(cameraPos.x, cameraPos.z, cameraPos.y);
}
glm::mat4 camera::getViewMatrix() const {
return glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
}