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https://github.com/Kbz-8/42_vox.git
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78 lines
2.3 KiB
C++
78 lines
2.3 KiB
C++
#include <Graphics/Cameras/FirstPerson3D.h>
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#include <Platform/Inputs.h>
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namespace Scop
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{
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FirstPerson3D::FirstPerson3D() : BaseCamera(), c_up(0, 1, 0), m_position(0.0, 0.0, 0.0)
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{}
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FirstPerson3D::FirstPerson3D(Vec3f position, float fov, float speed) : BaseCamera(), m_position(std::move(position)), c_up(0, 1, 0), c_speed(speed), m_fov(fov)
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{}
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void FirstPerson3D::Update(class Inputs& input, float aspect, float timestep)
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{
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UpdateView();
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m_target = m_position + m_direction;
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m_view = Mat4f::LookAt(m_position, m_target, c_up);
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m_proj = Mat4f::Perspective(RadianAnglef(m_fov), aspect, 0.1f, 100'000.f);
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if(m_inputs_blocked)
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return;
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if(input.IsMouseGrabbed())
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{
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m_theta -= input.GetXRel() * c_sensivity;
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m_phi -= input.GetYRel() * c_sensivity;
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}
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if(input.IsKeyPressed(SDL_SCANCODE_ESCAPE))
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input.ReleaseMouse();
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else if(input.IsMouseButtonPressed(SDL_BUTTON_LEFT))
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input.GrabMouse();
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m_mov = Vec3f(0.0);
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if(input.IsKeyPressed(SDL_SCANCODE_W) || input.IsKeyPressed(SDL_SCANCODE_UP))
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m_mov -= m_forward;
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if(input.IsKeyPressed(SDL_SCANCODE_S) || input.IsKeyPressed(SDL_SCANCODE_DOWN))
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m_mov += m_forward;
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if(input.IsKeyPressed(SDL_SCANCODE_D) || input.IsKeyPressed(SDL_SCANCODE_RIGHT))
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m_mov -= m_left;
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if(input.IsKeyPressed(SDL_SCANCODE_A) || input.IsKeyPressed(SDL_SCANCODE_LEFT))
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m_mov += m_left;
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if(input.IsKeyPressed(SDL_SCANCODE_LSHIFT) || input.IsKeyPressed(SDL_SCANCODE_RSHIFT))
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m_mov -= c_up;
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if(input.IsKeyPressed(SDL_SCANCODE_SPACE))
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m_mov += c_up;
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/*
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if(input.IsMouseWheelUp())
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m_speed_factor *= 1.5f;
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if(input.IsMouseWheelDown())
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m_speed_factor /= 1.5f;
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*/
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if(input.IsKeyPressed(SDL_SCANCODE_Q))
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m_speed_factor = 20.0f;
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else
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m_speed_factor = 1.0f;
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m_position += m_mov * c_speed * m_speed_factor * timestep;
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}
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void FirstPerson3D::UpdateView()
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{
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m_phi = m_phi > 89 ? 89 : m_phi;
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m_phi = m_phi < -89 ? -89 : m_phi;
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// Spherical coordinate system
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m_direction.x = std::cos(m_phi * Pi<float>() / 180) * std::cos(m_theta * Pi<float>() / 180);
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m_direction.y = std::sin(m_phi * Pi<float>() / 180);
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m_direction.z = std::cos(m_phi * Pi<float>() / 180) * std::sin(-m_theta * Pi<float>() / 180);
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m_left = c_up.CrossProduct(m_direction);
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m_left.Normalize();
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m_forward = c_up.CrossProduct(m_left);
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m_forward.Normalize();
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}
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}
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