#include "Camera.h" glm::mat4 Camera::GetViewMatrix() const { return glm::lookAt(Position, Position + Front, Up); } void Camera::ProcessKeyboard(CameraMovement direction, float deltaTime) { float velocity = MovementSpeed * deltaTime; if (direction == FORWARD) Position += Front * velocity; if (direction == BACKWARD) Position -= Front * velocity; if (direction == LEFT) Position -= Right * velocity; if (direction == RIGHT) Position += Right * velocity; if (direction == UP) Position += Up * velocity; if (direction == DOWN) Position -= Up * velocity; } void Camera::ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch) { xoffset *= MouseSensitivity; yoffset *= MouseSensitivity; Yaw += xoffset; Pitch += yoffset; // make sure that when pitch is out of bounds, screen doesn't get flipped if (constrainPitch) { if (Pitch > 89.0f) Pitch = 89.0f; if (Pitch < -89.0f) Pitch = -89.0f; } // update Front, Right and Up Vectors using the updated Euler angles UpdateCameraVectors(); } void Camera::ProcessMouseScroll(float yoffset) { Zoom -= (float)yoffset; if (Zoom < 1.0f) Zoom = 1.0f; if (Zoom > 45.0f) Zoom = 45.0f; } void Camera::UpdateCameraVectors() { glm::vec3 front; front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch)); front.y = sin(glm::radians(Pitch)); front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch)); Front = glm::normalize(front); Right = glm::normalize(glm::cross(Front, WorldUp)); Up = glm::normalize(glm::cross(Right, Front)); }