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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-06-20 16:25:21 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-06-20 16:25:21 +0200 |
commit | ba2e09672bf88ed1016fc82bd88ac87df0a5b3a1 (patch) | |
tree | 3d3308541e5350d4639e217cb519fe55a34f6c45 /src/graphics/Camera3D.hpp | |
parent | 2017-06-17 (diff) | |
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Diffstat (limited to 'src/graphics/Camera3D.hpp')
-rw-r--r-- | src/graphics/Camera3D.hpp | 66 |
1 files changed, 0 insertions, 66 deletions
diff --git a/src/graphics/Camera3D.hpp b/src/graphics/Camera3D.hpp deleted file mode 100644 index eac1f47..0000000 --- a/src/graphics/Camera3D.hpp +++ /dev/null @@ -1,66 +0,0 @@ -#pragma once - -// Std. Includes -#include <vector> - -// GL Includes -#include <GL/glew.h> -#include <glm/glm.hpp> -#include <glm/gtc/matrix_transform.hpp> - - -// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods -enum Camera_Movement { - FORWARD, - BACKWARD, - LEFT, - RIGHT -}; - -// Default camera values -const GLfloat YAW = -90.0f; -const GLfloat PITCH = 0.0f; -const GLfloat SPEED = 30.0f; -const GLfloat SENSITIVTY = 0.2f; -const GLfloat ZOOM = 45.0f; - -// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL -class Camera3D { -public: - // Camera3D Attributes - glm::vec3 Position; - glm::vec3 Front; - glm::vec3 Up; - glm::vec3 Right; - glm::vec3 WorldUp; - // Eular Angles - GLfloat Yaw; - GLfloat Pitch; - // Camera3D options - GLfloat MovementSpeed; - GLfloat MouseSensitivity; - GLfloat Zoom; - - // Constructor with vectors - explicit Camera3D(glm::vec3 position = glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), - GLfloat yaw = YAW, GLfloat pitch = PITCH); - - // Constructor with scalar values - Camera3D(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch); - - // Returns the view matrix calculated using Eular Angles and the LookAt Matrix - glm::mat4 GetViewMatrix(); - - // Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems) - void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime); - - // Processes input received from a mouse input system. Expects the offset value in both the x and y direction. - void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true); - - // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis - void ProcessMouseScroll(GLfloat yoffset); - -private: - // Calculates the front vector from the Camera3D's (updated) Eular Angles - void updateCameraVectors(); -};
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