Files
42_vox/ScopEngine/Runtime/Sources/Graphics/Cameras/FirstPerson3D.cpp
2025-06-04 19:32:37 +02:00

78 lines
2.3 KiB
C++

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