#include "camera.h" #include #include namespace Donut { Camera::Camera(float fov, float aspect_ratio, float near_plane, float far_plane) : m_fov(fov), m_aspect_ratio(aspect_ratio), m_near_plane(near_plane), m_far_plane(far_plane) { recalculate_projection_matrix(); recalculate_view_matrix(); } auto Camera::set_projection(float fov, float aspect_ratio, float near_plane, float far_plane) -> void { m_fov = fov; m_aspect_ratio = aspect_ratio; m_near_plane = near_plane; m_far_plane = far_plane; recalculate_projection_matrix(); } auto Camera::recalculate_projection_matrix() -> void { m_projection_matrix = glm::perspective(glm::radians(m_fov), m_aspect_ratio, m_near_plane, m_far_plane); m_view_projection_matrix = m_projection_matrix * m_view_matrix; } auto Camera::recalculate_view_matrix() -> void { if (m_camera_mode == CameraMode::FPS) { float pitch = glm::radians(m_rotation.x); float yaw = glm::radians(m_rotation.y); glm::vec3 direction; direction.x = cos(yaw) * cos(pitch); direction.y = sin(pitch); direction.z = sin(yaw) * cos(pitch); glm::vec3 world_up(0.0f, 1.0f, 0.0f); glm::vec3 front = glm::normalize(direction); glm::vec3 right = glm::normalize(glm::cross(front, world_up)); glm::vec3 up = glm::normalize(glm::cross(right, front)); m_view_matrix = glm::lookAt(m_position, m_position + front, up); m_view_projection_matrix = m_projection_matrix * m_view_matrix; } else if (m_camera_mode == CameraMode::Orbital) { glm::vec3 position = get_orbital_position(); glm::vec3 target = m_orbital_target; glm::vec3 up(0.0f, 1.0f, 0.0f); m_view_matrix = glm::lookAt(position, target, up); m_view_projection_matrix = m_projection_matrix * m_view_matrix; } } auto Camera::get_forward_direction() const -> glm::vec3 { float pitch = glm::radians(m_rotation.x); float yaw = glm::radians(m_rotation.y); glm::vec3 direction; direction.x = cos(yaw) * cos(pitch); direction.y = sin(pitch); direction.z = sin(yaw) * cos(pitch); return glm::normalize(direction); } auto Camera::get_right_direction() const -> glm::vec3 { glm::vec3 world_up(0.0f, 1.0f, 0.0f); return glm::normalize(glm::cross(get_forward_direction(), world_up)); } auto Camera::get_up_direction() const -> glm::vec3 { return glm::normalize(glm::cross(get_right_direction(), get_forward_direction())); } auto Camera::on_mouse_move(float x_offset, float y_offset, bool constrain_pitch) -> void { if (m_camera_mode == CameraMode::FPS) { x_offset *= m_mouse_sensitivity; y_offset *= m_mouse_sensitivity; m_rotation.y += x_offset; m_rotation.x += y_offset; if (constrain_pitch) { if (m_rotation.x > 89.0f) m_rotation.x = 89.0f; if (m_rotation.x < -89.0f) m_rotation.x = -89.0f; } recalculate_view_matrix(); } } auto Camera::move_forward(float delta_time) -> void { if (m_camera_mode == CameraMode::FPS) { m_position += get_forward_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } } auto Camera::move_backward(float delta_time) -> void { if (m_camera_mode == CameraMode::FPS) { m_position -= get_forward_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } } auto Camera::move_right(float delta_time) -> void { if (m_camera_mode == CameraMode::FPS) { m_position += get_right_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } } auto Camera::move_left(float delta_time) -> void { if (m_camera_mode == CameraMode::FPS) { m_position -= get_right_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } } auto Camera::move_up(float delta_time) -> void { if (m_camera_mode == CameraMode::FPS) { glm::vec3 world_up(0.0f, 1.0f, 0.0f); m_position += world_up * m_movement_speed * delta_time; recalculate_view_matrix(); } } auto Camera::move_down(float delta_time) -> void { if (m_camera_mode == CameraMode::FPS) { glm::vec3 world_up(0.0f, 1.0f, 0.0f); m_position -= world_up * m_movement_speed * delta_time; recalculate_view_matrix(); } } auto Camera::get_orbital_position() const -> glm::vec3 { float clamped_elevation = glm::clamp(m_elevation, 0.01f, float(std::numbers::pi) - 0.01f); return glm::vec3 ( m_orbital_radius * sin(clamped_elevation) * cos(m_azimuth), m_orbital_radius * cos(clamped_elevation), m_orbital_radius * sin(clamped_elevation) * sin(m_azimuth) ); } auto Camera::update_orbital() -> void { m_orbital_target = glm::vec3(0.0f, 0.0f, 0.0f); if (m_dragging || m_panning) m_moving = true; else m_moving = false; recalculate_view_matrix(); } auto Camera::process_orbital_mouse_move(double x, double y) -> void { if (m_dragging && !m_panning) { float dx = float(x - m_last_x_orbital); float dy = float(y - m_last_y_orbital); m_azimuth += dx * m_orbital_speed; m_elevation -= dy * m_orbital_speed; m_elevation = glm::clamp(m_elevation, 0.01f, float(std::numbers::pi) - 0.01f); } m_last_x_orbital = x; m_last_y_orbital = y; update_orbital(); } auto Camera::process_orbital_mouse_button(int button, int action, int /*mods*/) -> void { if (button == GLFW_MOUSE_BUTTON_LEFT) { if (action == GLFW_PRESS) { m_dragging = true; m_panning = false; } else if (action == GLFW_RELEASE) { m_dragging = false; m_panning = false; } } } auto Camera::process_orbital_scroll(double /*x_offset*/, double y_offset) -> void { m_orbital_radius -= y_offset * m_zoom_speed; m_orbital_radius = glm::clamp(m_orbital_radius, m_orbital_min_radius, m_orbital_max_radius); update_orbital(); } }