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#include "camera.h"
#include <glm/gtc/quaternion.hpp>
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();
}
}
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