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camera.h
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camera.h
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/**************************************************************************
* 3to4++ - https://github.com/rayzchen/3to4++
*-------------------------------------------------------------------------
* Copyright 2024 Ray Chen
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
**************************************************************************/
#ifndef CAMERA_H
#define CAMERA_H
#include <GLFW/glfw3.h>
#include <linmath.h>
class Camera {
public:
Camera(float a_fov, float a_width, float a_height, float a_near, float a_far);
float getYaw();
void setYaw(float yaw);
float getPitch();
void setPitch(float pitch);
float getZoom();
void setZoom(float zoom);
bool inputFlipped();
mat4x4* getViewMat();
mat4x4* getProjection();
void scrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void framebufferSizeCallback(GLFWwindow* window, int width, int height);
void setMousePressed(bool pressed);
bool updateMouse(GLFWwindow* window, double dt);
private:
mat4x4 view, projection;
float width, height;
float fov, aspect, near, far;
float yaw, pitch;
float zoom;
void calcViewMat();
bool recalculate;
bool mousePressed;
float sensitivity, deceleration;
float yawVel, pitchVel;
float lastX, lastY;
};
#endif // camera.h