alecgl_old/Release/Camera.cpp

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2015-04-08 21:35:21 +00:00
#include "Camera.h"
void agl::Camera::updateMatrix() {
matrixToBeUpdated = true;
}
void agl::Camera::updateCamera() {
if(matrixToBeUpdated) {
camToWorld = glm::rotate(glm::mat4(1.0), -rotation.y, glm::vec3(1.0, 0.0, 0.0)) * glm::rotate(glm::mat4(1.0), -rotation.x, glm::vec3(0.0, 1.0, 0.0)) * glm::translate(glm::mat4(1.0f), -position);
lookVector = glm::normalize(glm::vec3(glm::rotate(glm::mat4(1.0), rotation.x, glm::vec3(0.0, 1.0, 0.0)) * glm::rotate(glm::mat4(1.0), rotation.y, glm::vec3(1.0, 0.0, 0.0)) * glm::vec4(0.0,0.0,-1.0,0.0)));
}
matrixToBeUpdated = false;
}
agl::Camera::Camera() {
rotation = glm::vec3(0.0);
position = glm::vec3(0.0);
updateMatrix();
}
agl::Camera::Camera(glm::vec3 pos, glm::vec3 rot) {
setCamera(pos, rot);
}
agl::Camera::Camera(float px, float py, float pz, float rx, float ry, float rz) {
setCamera(px, py, pz, rx, ry, rz);
}
void agl::Camera::setCamera(glm::vec3 pos, glm::vec3 rot) {
rotation = rot;
position = pos;
updateMatrix();
}
void agl::Camera::setCamera(float px, float py, float pz, float rx, float ry, float rz) {
rotation = glm::vec3(rx, ry, rz);
position = glm::vec3(px, py, pz);
updateMatrix();
}
void agl::Camera::setPosition(glm::vec3 pos) {
position = pos;
updateMatrix();
}
void agl::Camera::setPosition(float x, float y, float z) {
position = glm::vec3(x,y,z);
updateMatrix();
}
void agl::Camera::setRotation(glm::vec3 ang) {
rotation = ang;
updateMatrix();
}
void agl::Camera::setRotation(float x, float y, float z) {
rotation = glm::vec3(x,y,z);
updateMatrix();
}
void agl::Camera::rotateCamera(glm::vec3 ang) {
rotation += ang;
rotation.y = (rotation.y>90)?90:((rotation.y<-90)?-90:rotation.y);
updateMatrix();
}
void agl::Camera::rotateCamera(float x, float y, float z) {
rotation += glm::vec3(x,y,z);
rotation.y = (rotation.y>90)?90:((rotation.y<-90)?-90:rotation.y);
updateMatrix();
}
void agl::Camera::moveCamera(glm::vec3 pos) {
position += pos;
updateMatrix();
}
void agl::Camera::moveCamera(float x, float y, float z) {
position += glm::vec3(x,y,z);
updateMatrix();
}
void agl::Camera::move(float dist) {
position -= dist*glm::vec3(sin(degToRad(rotation.x)), 0, cos(degToRad(rotation.x)));
updateMatrix();
}
void agl::Camera::strafe(float dist) {
position -= dist*glm::vec3(sin(degToRad(rotation.x+90)), 0, cos(degToRad(rotation.x+90)));
updateMatrix();
}
glm::mat4 agl::Camera::getMatrix() {
return camToWorld;
}
glm::vec3 agl::Camera::getLookVector() {
return lookVector;
}
glm::vec3 agl::Camera::getPosition() {
return position;
}
agl::Camera::~Camera() {
}