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camera.cpp
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#include "camera.h"
Camera::Camera(int width, int height, glm::vec3 position)
{
Camera::width = width;
Camera::height = height;
Position = glm::vec3(1.f, 1.f, 1.f);
}
void Camera::updateMatrix(float FOVdeg, float nearPlane, float farPlane)
{
// Initializes matrices since otherwise they will be the null matrix
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
// Makes camera look in the right direction from the right position
view = glm::lookAt(Position, Position + Orientation, Up);
// Adds perspective to the scene
projection = glm::perspective(glm::radians(FOVdeg), (float)width / height, nearPlane, farPlane);
// Sets new camera matrix
cameraMatrix = projection * view;
}
void Camera::Matrix(Shader& shader, const char* uniform)
{
// Exports camera matrix
glUniformMatrix4fv(glGetUniformLocation(shader.ID, uniform), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
}
void Camera::Inputs(GLFWwindow* window, Chunk* block)
{
bool collision = false;
glm::vec3 prevPos = Position;
glm::vec3 tempPos;
// Handles key inputs
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
// Delete window before ending the program
glfwDestroyWindow(window);
// Terminate GLFW before ending the program
glfwTerminate();
exit(0);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
Forward(Position, Orientation);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
Left(Position, Orientation);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
Backwards(Position, Orientation);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
Right(Position, Orientation);
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
if (!jumping)
{
tempPos.x = Position.x;
tempPos.y = Position.y;
tempPos.z = Position.z;
Position.y -= speed;
Position.x = prevPos.x;
Position.z = prevPos.z;
if (block->collision(Position))
{
Position.y = prevPos.y;
jumping = true;
relativeHeight = Position.y + .17f;
}
else
{
Position.y = tempPos.y;
}
Position.x = tempPos.x;
Position.z = tempPos.z;
}
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
speed = 0.03f;
}
else if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
{
speed = 0.01f;
}
collision = block->collision(Position);
if (prevPos.x != Position.x && collision)
Position.x = prevPos.x;
if (prevPos.z != Position.z && collision)
Position.z = prevPos.z;
if (!jumping)
{
// Gravity
gravity += 0.0000000001f;
Position.y -= speed + gravity;
if (block->collision(Position))
{
gravity = 0.00000001f;
Position.y = prevPos.y;
}
}
else
{
gravity -= 0.0001f;
Position.y += speed + gravity;
if (Position.y >= relativeHeight)
{
jumping = false;
gravity = 0.00000001f;
relativeHeight = .17f;
}
}
// Hides mouse cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
// Stores the coordinates of the cursor
double mouseX;
double mouseY;
// Fetches the coordinates of the cursor
glfwGetCursorPos(window, &mouseX, &mouseY);
// Normalizes and shifts the coordinates of the cursor such that they begin in the middle of the screen
// and then "transforms" them into degrees
float rotX = sensitivity * (float)(mouseY - (height / 2)) / height;
float rotY = sensitivity * (float)(mouseX - (width / 2)) / width;
// Calculates upcoming vertical change in the Orientation
glm::vec3 newOrientation = glm::rotate(Orientation, glm::radians(-rotX), glm::normalize(glm::cross(Orientation, Up)));
// Decides whether or not the next vertical Orientation is legal or not
if (abs(glm::angle(newOrientation, Up) - glm::radians(90.0f)) <= glm::radians(85.0f))
{
Orientation = newOrientation;
}
// Rotates the Orientation left and right
Orientation = glm::rotate(Orientation, glm::radians(-rotY), Up);
// Sets mouse cursor to the middle of the screen so that it doesn't end up roaming around
glfwSetCursorPos(window, (width / 2), (height / 2));
}
void Camera::Forward(glm::vec3 position, glm::vec3 orientation)
{
Position += speed * glm::normalize(glm::vec3(Orientation.x, 0, Orientation.z));
}
void Camera::Right(glm::vec3 position, glm::vec3 orientation)
{
Position += speed * glm::normalize(glm::cross(Orientation, Up));
}
void Camera::Backwards(glm::vec3 position, glm::vec3 orientation)
{
Position += speed * -glm::normalize(glm::vec3(Orientation.x, 0, Orientation.z));
}
void Camera::Left(glm::vec3 position, glm::vec3 orientation)
{
Position += speed * -glm::normalize(glm::cross(Orientation, Up));
}