Inferno Game Engine
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#ifndef CAMERA_CONTROLLER_H
#define CAMERA_CONTROLLER_H
#define TRANSLATE_SPEED 2.5f
#define ROTATE_SPEED 90.0f
#define ZOOM_SENSITIVITY 2.5f
#define MOUSE_SENSITIVITY 0.25f
#define NEAR_PLANE 0.1f
#define FAR_PLANE 100.0f
#include <glm/ext/matrix_clip_space.hpp> // glm::perspective, glm::ortho
#include <glm/ext/matrix_transform.hpp> // glm::radians, glm::lookAt
#include "inferno/input.h"
#include "inferno/inputcodes.h"
#include "inferno/scene/components.h"
#include "inferno/script/nativescript.h"
namespace Inferno {
class CameraController final : public NativeScript {
public:
CameraController() {}
virtual ~CameraController() {}
virtual void initialize() override
{
}
virtual void update(float deltaTime) override
{
m_camera = &getComponent<CameraComponent>();
if (m_camera->type == CameraType::Orthographic) {
updateOrthographic(deltaTime);
}
else if (m_camera->type == CameraType::Perspective) {
updatePerspective(deltaTime);
}
}
void updateOrthographic(float deltaTime)
{
// Update camera rotation
float cameraRotateSpeed = ROTATE_SPEED * (1.0f/ 60.0f);
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 * (1.0f / 60.0f);
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 updatePerspective(float deltaTime)
{
}
private:
CameraComponent* m_camera;
};
}
#endif // CAMERA_CONTROLLER_H