voxel-engine/include/camera.hpp

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#ifndef CAMERA_H
#define CAMERA_H
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <atomic>
class Camera
{
public:
Camera()
{
view = glm::mat4(1.0f);
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// This matrix needs to be also updated in viewPortCallback whenever it is changed
projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 1200.0f);
posX = cameraPos.x;
posY = cameraPos.y;
posZ = cameraPos.z;
}
void update(GLFWwindow *window, float deltaTime)
{
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const float cameraSpeed = 25.0f * deltaTime; // adjust accordingly
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
this->cameraPos += cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
this->cameraPos -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
this->cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
this->cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
this->cameraPos += cameraSpeed * cameraUp;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
this->cameraPos -= cameraSpeed * cameraUp;
posX = cameraPos.x;
posY = cameraPos.y;
posZ = cameraPos.z;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(direction);
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
}
void viewPortCallBack(GLFWwindow *window, int width, int height)
{
projection = glm::perspective(glm::radians(80.0f), (float)width / (float)height, 0.1f, 1200.0f);
}
void mouseCallback(GLFWwindow *window, double xpos, double ypos)
{
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates range from bottom to top
lastX = xpos;
lastY = ypos;
const float sensitivity = 0.1f;
xoffset *= sensitivity;
yoffset *= sensitivity;
yaw += xoffset;
pitch += yoffset;
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
}
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glm::vec3 getPos() { return cameraPos; }
glm::vec3 getFront() { return cameraFront; }
glm::vec3 getUp() { return cameraUp; }
glm::mat4 getView() { return view; }
glm::mat4 getProjection() { return projection; }
float getAtomicPosX() { return posX; }
float getAtomicPosY() { return posY; }
float getAtomicPosZ() { return posZ; }
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// Plane extraction as per Gribb&Hartmann
// 6 planes, each with 4 components (a,b,c,d)
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void getFrustumPlanes(glm::vec4 planes[6], bool normalize)
{
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glm::mat4 mat = transpose(projection*view);
// This just compressed the code below
float ap = mat[3][0], bp = mat[3][1], cp = mat[3][2], dp = mat[3][3];
planes[0] = glm::vec4(ap + mat[0][0], bp + mat[0][1], cp + mat[0][2], dp + mat[0][3]);
planes[1] = glm::vec4(ap - mat[0][0], bp - mat[0][1], cp - mat[0][2], dp - mat[0][3]);
planes[2] = glm::vec4(ap + mat[1][0], bp + mat[1][1], cp + mat[1][2], dp + mat[1][3]);
planes[3] = glm::vec4(ap - mat[1][0], bp - mat[1][1], cp - mat[1][2], dp - mat[1][3]);
planes[4] = glm::vec4(ap + mat[2][0], bp + mat[2][1], cp + mat[2][2], dp + mat[2][3]);
planes[5] = glm::vec4(ap - mat[2][0], bp - mat[2][1], cp - mat[2][2], dp - mat[2][3]);
if(normalize)
for(int i = 0; i < 6; i++){
float mag = sqrt(planes[i].x + planes[i].x + planes[i].y * planes[i].y +
planes[i].z*planes[i].z);
planes[i] /= mag;
}
}
private:
glm::vec3 cameraPos = glm::vec3(512.0, 80.0f, 512.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 direction = glm::vec3(0.0f);
glm::mat4 view, projection;
float lastX = 400, lastY = 300;
float yaw, pitch;
std::atomic<float> posX, posY, posZ;
};
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#endif