Inferno Game Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

117 lines
4.3 KiB

#include "inferno/script/cameracontroller.h"
namespace Inferno {
void CameraController::updateOrthographic(float deltaTime)
{
// Update camera rotation
float cameraRotateSpeed = ROTATE_SPEED * deltaTime;
if (Input::isKeyPressed(KeyCode("GLFW_KEY_Q"))) {
transform->rotate.z += cameraRotateSpeed;
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_E"))) {
transform->rotate.z -= cameraRotateSpeed;
}
if (transform->rotate.z > 180.0f) {
transform->rotate.z -= 360.0f;
}
else if (transform->rotate.z <= -180.0f) {
transform->rotate.z += 360.0f;
}
// Update camera translation
float cameraTranslateSpeed = TRANSLATE_SPEED * deltaTime;
// WASD movement
if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
transform->translate.x += -sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
transform->translate.y += cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
transform->translate.x -= -sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
transform->translate.y -= cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
transform->translate.x -= cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
transform->translate.y -= sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
transform->translate.x += cos(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
transform->translate.y += sin(glm::radians(transform->rotate.z)) * cameraTranslateSpeed;
}
// Update camera zoom
float zoomSpeed = ZOOM_SENSITIVITY * deltaTime;
if (Input::isKeyPressed(KeyCode("GLFW_KEY_EQUAL"))) {
m_camera->zoomLevel -= zoomSpeed;
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_MINUS"))) {
m_camera->zoomLevel += zoomSpeed;
}
m_camera->zoomLevel = std::max(m_camera->zoomLevel, 0.25f);
m_camera->zoomLevel = std::min(m_camera->zoomLevel, 10.0f);
}
void CameraController::updatePerspective(float deltaTime)
{
// Get mouse movement offset compared to last frame
float xOffset = Input::getXOffset() * MOUSE_SENSITIVITY;
float yOffset = Input::getYOffset() * MOUSE_SENSITIVITY;
m_camera->yaw += xOffset;
m_camera->pitch += yOffset;
// Prevent gimbal lock
if (m_camera->pitch > 89.0f) m_camera->pitch = 89.0f;
if (m_camera->pitch < -89.0f) m_camera->pitch = -89.0f;
// Update camera rotation, by calculating direction vector via yaw and pitch
transform->rotate = {
cos(glm::radians(m_camera->pitch)) * cos(glm::radians(m_camera->yaw)),
sin(glm::radians(m_camera->pitch)),
cos(glm::radians(m_camera->pitch)) * sin(glm::radians(m_camera->yaw))
};
transform->rotate = glm::normalize(transform->rotate);
// The direction vector is based on
// Camera direction (z): normalize(position - target)
// Right axis (x): normalize(cross(up, direction))
// Up axis (y): cross(direction, right)
// Source: https://learnopengl.com/img/getting-started/camera_axes.png
// Cross = combination of two vectors in 3D space,
// where result is always perpendicular to both of the vectors
// Update camera translation
float cameraSpeed = TRANSLATE_SPEED * deltaTime;
// WASD movement
if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
transform->translate = { transform->translate + cameraSpeed * transform->rotate };
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
transform->translate = { transform->translate - cameraSpeed * transform->rotate };
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
transform->translate = { transform->translate -
glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed };
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
transform->translate = { transform->translate +
glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed };
}
// Up / down movement
if (Input::isKeyPressed(KeyCode("GLFW_KEY_SPACE"))) {
transform->translate = { transform->translate.x, transform->translate.y + cameraSpeed, transform->translate.z };
}
if (Input::isKeyPressed(KeyCode("GLFW_KEY_LEFT_SHIFT"))) {
transform->translate = { transform->translate.x, transform->translate.y - cameraSpeed, transform->translate.z };
}
}
}