#pragma once #include #include namespace Donut { class Camera { public: Camera(float fov = 45.0f, float aspect_ratio = 16.0f / 9.0f, float near_plane = 0.1f, float far_plane = 100.0f); ~Camera() = default; void set_position(const glm::vec3& position) { m_position = position; recalculate_view_matrix(); } void set_rotation(const glm::vec3& rotation) { m_rotation = rotation; recalculate_view_matrix(); } const glm::vec3& get_position() const { return m_position; } const glm::vec3& get_rotation() const { return m_rotation; } glm::vec3 get_forward_direction() const; glm::vec3 get_right_direction() const; glm::vec3 get_up_direction() const; const glm::mat4& get_projection_matrix() const { return m_projection_matrix; } const glm::mat4& get_view_matrix() const { return m_view_matrix; } const glm::mat4& get_view_projection_matrix() const { return m_view_projection_matrix; } void set_projection(float fov, float aspect_ratio, float near_plane, float far_plane); void on_mouse_move(float x_offset, float y_offset, bool constrain_pitch = true); void move_forward(float delta_time); void move_backward(float delta_time); void move_right(float delta_time); void move_left(float delta_time); void move_up(float delta_time); void move_down(float delta_time); void set_mouse_sensitivity(float sensitivity) { m_mouse_sensitivity = sensitivity; } float get_mouse_sensitivity() const { return m_mouse_sensitivity; } void set_movement_speed(float speed) { m_movement_speed = speed; } float get_movement_speed() const { return m_movement_speed; } private: void recalculate_view_matrix(); void recalculate_projection_matrix(); private: glm::mat4 m_projection_matrix; glm::mat4 m_view_matrix; glm::mat4 m_view_projection_matrix; glm::vec3 m_position = { 0.0f, 0.0f, 3.0f }; glm::vec3 m_rotation = { 0.0f, 0.0f, 0.0f }; float m_fov = 45.0f; float m_aspect_ratio = 16.0f / 9.0f; float m_near_plane = 0.1f; float m_far_plane = 100.0f; float m_mouse_sensitivity = 0.1f; float m_movement_speed = 5.0f; bool m_first_mouse = true; float m_last_x = 0.0f; float m_last_y = 0.0f; }; }