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#include "Camera.hpp"
#include "AppConfig.hpp"
#include <glm/gtc/matrix_transform.hpp>
Camera::Camera()
: eye(0.0f, 0.0f, 0.0f)
, target(0.0, 0.0f, -2.0f)
, pixelsPerMeter{ 50.0f } // Basic default
, perspective{ false } //
{
}
void Camera::SetEyePos(glm::vec3 pos) {
auto lookVector = this->target - /*Old pos*/ this->eye;
this->eye = pos;
this->target = pos + lookVector;
}
void Camera::SetTargetPos(glm::vec3 pos) {
this->target = pos;
}
void Camera::SetTargetDirection(glm::vec3 lookVector) {
this->target = this->eye + lookVector;
}
void Camera::SetHasPerspective(bool perspective) {
this->perspective = perspective;
}
glm::mat4 Camera::CalcViewMatrix() const {
return glm::lookAt(eye, target, glm::vec3(0, 1, 0));
}
glm::mat4 Camera::CalcProjectionMatrix() const {
if (perspective) {
return glm::perspective(90.0f, AppConfig::mainWindowAspectRatio, 0.1f, 1000.0f);
} else {
float widthMeters = AppConfig::mainWindowWidth / pixelsPerMeter;
float heightMeters = AppConfig::mainWindowHeight / pixelsPerMeter;
return glm::ortho(-widthMeters / 2, +widthMeters / 2, -heightMeters / 2, +heightMeters / 2);
}
}
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