Files
fishtanks/src/Camera.cpp
T
2014-04-24 19:49:14 +02:00

99 lines
1.8 KiB
C++
Executable File

#include "PrecompiledHeader.h"
#include "Camera.h"
Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
{
m_FOV = yFOV;
m_AspectRatio = aspectRatio;
m_NearClip = nearClip;
m_FarClip = farClip;
m_Position = glm::vec3(0.0);
/*m_Pitch = 0.f;
m_Yaw = 0.f;*/
UpdateProjectionMatrix();
UpdateViewMatrix();
}
//glm::vec3 Camera::Forward()
//{
// return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
//}
//
//glm::vec3 Camera::Right()
//{
// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
//}
//glm::mat4 Camera::Orientation()
//{
// glm::mat4 orientation(1.f);
// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
// return orientation;
//}
void Camera::AspectRatio(float val)
{
m_AspectRatio = val;
UpdateProjectionMatrix();
}
void Camera::Position(glm::vec3 val)
{
m_Position = val;
UpdateViewMatrix();
}
void Camera::Orientation(glm::quat val)
{
m_Orientation = val;
UpdateViewMatrix();
}
//void Camera::Pitch(float val)
//{
// m_Pitch = val;
// UpdateViewMatrix();
//}
//
//void Camera::Yaw(float val)
//{
// m_Yaw = val;
// UpdateViewMatrix();
//}
void Camera::UpdateProjectionMatrix()
{
m_ProjectionMatrix = glm::perspective(
m_FOV,
m_AspectRatio,
m_NearClip,
m_FarClip
);
}
void Camera::UpdateViewMatrix()
{
m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation)) * glm::translate(-m_Position);
}
void Camera::FOV(float val)
{
m_FOV = val;
UpdateProjectionMatrix();
}
void Camera::NearClip(float val)
{
m_NearClip = val;
UpdateProjectionMatrix();
}
void Camera::FarClip(float val)
{
m_FarClip = val;
UpdateProjectionMatrix();
}