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Copy pathCamera.cpp
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57 lines (44 loc) · 1.46 KB
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#include "Camera.h"
#include<iostream>
Camera::Camera(glm::vec3 position, glm::vec3 traget, glm::vec3 worldup) {
Position = position;
WorldUp = worldup;
Foword = glm::normalize(traget - position);
//´¹Ö±·¨ÏòÁ¿
Right = glm::normalize(glm::cross(Foword, WorldUp));
Up = glm::normalize(glm::cross(Foword, Right));
}
Camera::Camera(glm::vec3 position, float pitch, float yaw, glm::vec3 worldup) {
Position = position;
WorldUp = worldup;
Pitch = pitch;
Yaw = yaw;
Foword.x = glm::cos(pitch) * glm::sin(yaw);
Foword.y = glm::sin(pitch);
Foword.z = glm::cos(pitch) * glm::cos(yaw);
Right = glm::normalize(glm::cross(Foword, WorldUp));
Up = glm::normalize(glm::cross(Foword, Right));
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(Position, Position + Foword, WorldUp);
}
void Camera::UpdateCameraVectors() {
Foword.x = glm::cos(Pitch) * glm::sin(Yaw);
Foword.y = glm::sin(Pitch);
Foword.z = glm::cos(Pitch) * glm::cos(Yaw);
Right = glm::normalize(glm::cross(Foword, WorldUp));
Up = glm::normalize(glm::cross(Foword, Right));
}
void Camera::ProessMouseMovement(float DealtX, float DealtY) {
Pitch -= DealtY * 0.001f;
Yaw -= DealtX * 0.001f;
UpdateCameraVectors();
}
float speed = 1;
void Camera::UpdateCameraPos(float deltaTime) {
Position += Foword * SpeedZ * deltaTime;
Position += Right * SpeedX * deltaTime;
Position += WorldUp * SpeedY * deltaTime;
// ÖØÖÃËÙ¶È
SpeedZ = SpeedX = SpeedY = 0.0f;
}