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Copy pathCamera.cpp
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41 lines (32 loc) · 1.11 KB
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#include "Camera.h"
Camera::Camera(glm::vec3 position, glm::vec3 target, glm::vec3 worldup) {
Position = position;
Worldup = worldup;
Forward = glm::normalize(target - position);
Right = glm::normalize(glm::cross(Forward, Worldup));
Up = glm::normalize(glm::cross(Forward, Right));
}
Camera::Camera(glm::vec3 position, float pitch, float yaw, glm::vec3 worldup) {
Position = position;
Worldup = worldup;
Pitch = pitch;
Yaw = yaw;
Forward.x = glm::cos(Pitch) * glm::cos(Yaw);
Forward.y = glm::sin(Pitch);
Forward.z = glm::cos(Pitch) * glm::sin(Yaw);
Right = glm::normalize(glm::cross(Forward, Worldup));
Up = glm::normalize(glm::cross(Forward, Right));
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(Position, Position + Forward, Up);
}
void Camera::UpdateCameraVectors() {
Forward.x = cos(Yaw) * cos(Pitch);
Forward.y = sin(Pitch);
Forward.z = sin(Yaw) * cos(Pitch);
Forward = glm::normalize(Forward);
Right = glm::normalize(glm::cross(Forward, Worldup));
Up = glm::normalize(glm::cross(Right, Forward));
}
Camera::~Camera(){
}