camera.cpp 1.3 KB

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  1. #include "camera.h"
  2. Camera::Camera(){
  3. side = front.crossProduct(up).normalized();
  4. viewMatrix = Matrix4::lookAt(position, target, up);
  5. projectionMatrix = Matrix4::projectionMatrix(cameraFrustrum.fov, cameraFrustrum.AR, cameraFrustrum.near, cameraFrustrum.far);
  6. cameraFrustrum.setCamInternals();
  7. cameraFrustrum.updatePlanes(viewMatrix, position);
  8. }
  9. void Camera::update(unsigned int deltaT){
  10. if(orbiting){
  11. float ang = 2 * M_PI * static_cast<float>(SDL_GetTicks()) / 3e4;
  12. float camX = std::sin(ang) * radius;
  13. float camZ = std::cos(ang) * radius;
  14. position.x = camX;
  15. position.y = camX;
  16. position.z = camZ;
  17. }
  18. else{
  19. target = position + front;
  20. }
  21. viewMatrix = Matrix4::lookAt(position, target, up);
  22. cameraFrustrum.updatePlanes(viewMatrix, position);
  23. projectionMatrix = Matrix4::projectionMatrix(cameraFrustrum.fov, cameraFrustrum.AR, cameraFrustrum.near, cameraFrustrum.far);
  24. }
  25. bool Camera::checkVisibility(AABox *bounds){
  26. return cameraFrustrum.checkIfInside(bounds);
  27. }
  28. void Camera::resetCamera(){
  29. position = Vector3f(0, 0, 8.0);
  30. target.zero();
  31. front = Vector3f(0, 0, -1);
  32. side = front.crossProduct(up);
  33. radius = 2;
  34. pitch = 0;
  35. yaw = -90;
  36. }