VoxelEngine/src/window/Camera.cpp
Vyacheslav Ivanov faa1635014
fix: PVS-Studio V688
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
2024-08-03 23:00:11 +03:00

69 lines
1.8 KiB
C++

#include "Camera.hpp"
#include <cmath>
#include <glm/ext.hpp>
#include "Window.hpp"
Camera::Camera(glm::vec3 position, float fov) : fov(fov), position(position) {
updateVectors();
}
void Camera::updateVectors() {
front = glm::vec3(rotation * glm::vec4(0, 0, -1, 1));
right = glm::vec3(rotation * glm::vec4(1, 0, 0, 1));
up = glm::vec3(rotation * glm::vec4(0, 1, 0, 1));
dir = glm::vec3(rotation * glm::vec4(0, 0, -1, 1));
dir.y = 0;
float len = glm::length(dir);
if (len > 0.0f) {
dir.x /= len;
dir.z /= len;
}
}
void Camera::rotate(float x, float y, float z) {
rotation = glm::rotate(rotation, y, glm::vec3(0, 1, 0));
rotation = glm::rotate(rotation, x, glm::vec3(1, 0, 0));
rotation = glm::rotate(rotation, z, glm::vec3(0, 0, 1));
updateVectors();
}
glm::mat4 Camera::getProjection() {
constexpr float epsilon = 1e-6f; // 0.000001
float aspect_ratio = this->aspect;
if (std::fabs(aspect_ratio) < epsilon) {
aspect_ratio = (float)Window::width / (float)Window::height;
}
if (perspective)
return glm::perspective(fov * zoom, aspect_ratio, 0.05f, 1500.0f);
else if (flipped)
return glm::ortho(0.0f, fov * aspect_ratio, fov, 0.0f);
else
return glm::ortho(0.0f, fov * aspect_ratio, 0.0f, fov);
}
glm::mat4 Camera::getView(bool pos) {
glm::vec3 camera_pos = this->position;
if (!pos) {
camera_pos = glm::vec3(0.0f);
}
if (perspective) {
return glm::lookAt(camera_pos, camera_pos + front, up);
} else {
return glm::translate(glm::mat4(1.0f), camera_pos);
}
}
glm::mat4 Camera::getProjView(bool pos) {
return getProjection() * getView(pos);
}
void Camera::setFov(float fov) {
this->fov = fov;
}
float Camera::getFov() const {
return fov;
}