Move orthographic and perspective logic to cameracontroller.cpp
This commit is contained in:
@@ -27,8 +27,8 @@ namespace Inferno {
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uint32_t camera = createEntity("Camera Entity");
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auto& cameraTransform = getComponent<TransformComponent>(camera);
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cameraTransform.translate.z = -1.0f;
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addComponent<CameraComponent>(camera, CameraType::Orthographic);
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cameraTransform.translate.z = 1.0f;
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addComponent<CameraComponent>(camera, CameraType::Perspective);
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addComponent<NativeScriptComponent>(camera).bind<CameraController>();
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RenderSystem* renderSystem = new RenderSystem();
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@@ -2,6 +2,116 @@
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namespace Inferno {
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//..
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void CameraController::updateOrthographic(float deltaTime)
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{
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// Update camera rotation
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float cameraRotateSpeed = ROTATE_SPEED * deltaTime;
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_Q"))) {
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transform->rotate.z += cameraRotateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_E"))) {
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transform->rotate.z -= cameraRotateSpeed;
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}
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if (transform->rotate.z > 180.0f) {
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transform->rotate.z -= 360.0f;
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}
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else if (transform->rotate.z <= -180.0f) {
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transform->rotate.z += 360.0f;
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}
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// Update camera translation
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float cameraTranslateSpeed = TRANSLATE_SPEED * deltaTime;
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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transform->translate.x += -sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y += cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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transform->translate.x -= -sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y -= cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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transform->translate.x -= cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y -= sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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transform->translate.x += cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y += sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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// Update camera zoom
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float zoomSpeed = ZOOM_SENSITIVITY * deltaTime;
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_EQUAL"))) {
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m_camera->zoomLevel -= zoomSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_MINUS"))) {
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m_camera->zoomLevel += zoomSpeed;
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}
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m_camera->zoomLevel = std::max(m_camera->zoomLevel, 0.25f);
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m_camera->zoomLevel = std::min(m_camera->zoomLevel, 10.0f);
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}
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void CameraController::updatePerspective(float deltaTime)
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{
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// Get mouse movement offset compared to last frame
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float xOffset = Input::getXOffset() * MOUSE_SENSITIVITY;
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float yOffset = Input::getYOffset() * MOUSE_SENSITIVITY;
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m_camera->yaw += xOffset;
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m_camera->pitch += yOffset;
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// Prevent gimbal lock
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if (m_camera->pitch > 89.0f) m_camera->pitch = 89.0f;
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if (m_camera->pitch < -89.0f) m_camera->pitch = -89.0f;
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// Update camera rotation, by calculating direction vector via yaw and pitch
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transform->rotate = {
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cos(glm::radians(m_camera->pitch)) * cos(glm::radians(m_camera->yaw)),
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sin(glm::radians(m_camera->pitch)),
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cos(glm::radians(m_camera->pitch)) * sin(glm::radians(m_camera->yaw))
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};
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transform->rotate = glm::normalize(transform->rotate);
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// The direction vector is based on
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// Camera direction (z): normalize(position - target)
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// Right axis (x): normalize(cross(up, direction))
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// Up axis (y): cross(direction, right)
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// Source: https://learnopengl.com/img/getting-started/camera_axes.png
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// Cross = combination of two vectors in 3D space,
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// where result is always perpendicular to both of the vectors
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// Update camera translation
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float cameraSpeed = TRANSLATE_SPEED * deltaTime;
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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transform->translate = { transform->translate + cameraSpeed * transform->rotate };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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transform->translate = { transform->translate - cameraSpeed * transform->rotate };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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transform->translate = { transform->translate -
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glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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transform->translate = { transform->translate +
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glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed };
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}
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// Up / down movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_SPACE"))) {
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transform->translate = { transform->translate.x, transform->translate.y + cameraSpeed, transform->translate.z };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_LEFT_SHIFT"))) {
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transform->translate = { transform->translate.x, transform->translate.y - cameraSpeed, transform->translate.z };
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}
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}
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}
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@@ -39,66 +39,8 @@ namespace Inferno {
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}
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}
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void updateOrthographic(float deltaTime)
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{
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// Update camera rotation
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float cameraRotateSpeed = ROTATE_SPEED * (1.0f/ 60.0f);
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_Q"))) {
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transform->rotate.z += cameraRotateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_E"))) {
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transform->rotate.z -= cameraRotateSpeed;
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}
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if (transform->rotate.z > 180.0f) {
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transform->rotate.z -= 360.0f;
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}
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else if (transform->rotate.z <= -180.0f) {
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transform->rotate.z += 360.0f;
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}
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// Update camera translation
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float cameraTranslateSpeed = TRANSLATE_SPEED * deltaTime;
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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transform->translate.x += -sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y += cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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transform->translate.x -= -sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y -= cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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transform->translate.x -= cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y -= sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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transform->translate.x += cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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transform->translate.y += sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
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}
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// Update camera zoom
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float zoomSpeed = ZOOM_SENSITIVITY * (1.0f / 60.0f);
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_EQUAL"))) {
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m_camera->zoomLevel -= zoomSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_MINUS"))) {
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m_camera->zoomLevel += zoomSpeed;
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}
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m_camera->zoomLevel = std::max(m_camera->zoomLevel, 0.25f);
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m_camera->zoomLevel = std::min(m_camera->zoomLevel, 10.0f);
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}
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void updatePerspective(float deltaTime)
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{
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}
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void updateOrthographic(float deltaTime);
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void updatePerspective(float deltaTime);
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private:
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CameraComponent* m_camera;
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@@ -57,59 +57,6 @@ namespace Inferno {
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void CameraSystem::updateOrthographic(TransformComponent& transform, CameraComponent& camera)
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{
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// Update camera rotation
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float cameraRotateSpeed = ROTATE_SPEED * (1.0f/ 60.0f);
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_Q"))) {
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transform.rotate.z += cameraRotateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_E"))) {
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transform.rotate.z -= cameraRotateSpeed;
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}
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if (transform.rotate.z > 180.0f) {
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transform.rotate.z -= 360.0f;
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}
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else if (transform.rotate.z <= -180.0f) {
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transform.rotate.z += 360.0f;
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}
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// Update camera translation
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float cameraTranslateSpeed = TRANSLATE_SPEED * (1.0f / 60.0f);
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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transform.translate.x += -sin(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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transform.translate.y += cos(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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transform.translate.x -= -sin(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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transform.translate.y -= cos(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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transform.translate.x -= cos(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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transform.translate.y -= sin(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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transform.translate.x += cos(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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transform.translate.y += sin(glm::radians(transform.rotate.z)) * cameraTranslateSpeed;
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}
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// Update camera zoom
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float zoomSpeed = ZOOM_SENSITIVITY * (1.0f / 60.0f);
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_EQUAL"))) {
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camera.zoomLevel -= zoomSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_MINUS"))) {
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camera.zoomLevel += zoomSpeed;
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}
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camera.zoomLevel = std::max(camera.zoomLevel, 0.25f);
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camera.zoomLevel = std::min(camera.zoomLevel, 10.0f);
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// Update camera matrix
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// Local space -> World space: model matrix
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@@ -135,60 +82,6 @@ namespace Inferno {
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void CameraSystem::updatePerspective(TransformComponent& transform, CameraComponent& camera)
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{
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// Get mouse movement offset compared to last frame
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float xOffset = Input::getXOffset() * MOUSE_SENSITIVITY;
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float yOffset = Input::getYOffset() * MOUSE_SENSITIVITY;
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camera.yaw += xOffset;
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camera.pitch += yOffset;
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// Prevent gimbal lock
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if (camera.pitch > 89.0f) camera.pitch = 89.0f;
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if (camera.pitch < -89.0f) camera.pitch = -89.0f;
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// Update camera rotation, by calculating direction vector via yaw and pitch
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transform.rotate = {
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cos(glm::radians(camera.pitch)) * cos(glm::radians(camera.yaw)),
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sin(glm::radians(camera.pitch)),
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cos(glm::radians(camera.pitch)) * sin(glm::radians(camera.yaw))
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};
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transform.rotate = glm::normalize(transform.rotate);
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// The direction vector is based on
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// Camera direction (z): normalize(position - target)
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// Right axis (x): normalize(cross(up, direction))
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// Up axis (y): cross(direction, right)
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// Source: https://learnopengl.com/img/getting-started/camera_axes.png
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// Cross = combination of two vectors in 3D space,
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// where result is always perpendicular to both of the vectors
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// Update camera translation
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float cameraSpeed = TRANSLATE_SPEED * (1.0f / 60.0f);
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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transform.translate = { transform.translate + cameraSpeed * transform.rotate };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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transform.translate = { transform.translate - cameraSpeed * transform.rotate };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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transform.translate = { transform.translate -
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glm::normalize(glm::cross(transform.rotate, camera.up)) * cameraSpeed };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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transform.translate = { transform.translate +
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glm::normalize(glm::cross(transform.rotate, camera.up)) * cameraSpeed };
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}
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// Up / down movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_SPACE"))) {
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transform.translate = { transform.translate.x, transform.translate.y + cameraSpeed, transform.translate.z };
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_LEFT_SHIFT"))) {
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transform.translate = { transform.translate.x, transform.translate.y - cameraSpeed, transform.translate.z };
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}
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// Update camera matrix
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// Local space -> World space: model matrix
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