#include "camera.h" #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(); } void Camera::set_projection(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(); } void Camera::recalculate_projection_matrix() { 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; } void Camera::recalculate_view_matrix() { float pitch = glm::radians(m_rotation.x); float yaw = glm::radians(m_rotation.y); float roll = glm::radians(m_rotation.z); 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; } glm::vec3 Camera::get_forward_direction() const { 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); } glm::vec3 Camera::get_right_direction() const { glm::vec3 world_up(0.0f, 1.0f, 0.0f); return glm::normalize(glm::cross(get_forward_direction(), world_up)); } glm::vec3 Camera::get_up_direction() const { return glm::normalize(glm::cross(get_right_direction(), get_forward_direction())); } void Camera::on_mouse_move(float x_offset, float y_offset, bool constrain_pitch) { 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(); } void Camera::move_forward(float delta_time) { m_position += get_forward_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } void Camera::move_backward(float delta_time) { m_position -= get_forward_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } void Camera::move_right(float delta_time) { m_position += get_right_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } void Camera::move_left(float delta_time) { m_position -= get_right_direction() * m_movement_speed * delta_time; recalculate_view_matrix(); } void Camera::move_up(float delta_time) { glm::vec3 world_up(0.0f, 1.0f, 0.0f); m_position += world_up * m_movement_speed * delta_time; recalculate_view_matrix(); } void Camera::move_down(float delta_time) { glm::vec3 world_up(0.0f, 1.0f, 0.0f); m_position -= world_up * m_movement_speed * delta_time; recalculate_view_matrix(); } }