camera: allow to strafe up and down
parent
cf0bb3f111
commit
b1e420f564
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@ -33,6 +33,12 @@ public:
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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this->cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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this->cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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this->cameraPos += cameraSpeed * cameraUp;
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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this->cameraPos -= cameraSpeed * cameraUp;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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@ -92,7 +98,7 @@ public:
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}
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}
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private:
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private:
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glm::vec3 cameraPos = glm::vec3(static_cast<float>(CHUNK_SIZE)*24, 80.0f, static_cast<float>(CHUNK_SIZE)*24);
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glm::vec3 cameraPos = glm::vec3(static_cast<float>(CHUNK_SIZE)*24, 40.0f, static_cast<float>(CHUNK_SIZE)*24);
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 direction = glm::vec3(0.0f);
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glm::vec3 direction = glm::vec3(0.0f);
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