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camera.h
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#ifndef CAMERA_CLASS_H
#define CAMERA_CLASS_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/vector_angle.hpp>
#define GLM_SWIZZLE
#include "shaderClass.h"
#include "blocks.h"
class Camera
{
public:
// Stores the main vectors of the camera
glm::vec3 Position;
glm::vec3 Orientation = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 Up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 cameraMatrix = glm::mat4(1.0f);
// Stores the width and height of the window
int width;
int height;
// Adjust the speed of the camera and it's sensitivity when looking around
float speed = 0.01f;
float gravity = 0.00000001f;
float sensitivity = 100.0f;
bool jumping = false;
GLfloat relativeHeight = 0.f;
// Camera constructor to set up initial values
Camera(int width, int height, glm::vec3 position);
// Updates the camera matrix to the Vertex Shader
void updateMatrix(float FOVdeg, float nearPlane, float farPlane);
// Exports the camera matrix to a shader
void Matrix(Shader& shader, const char* uniform);
// Handles camera inputs
void Inputs(GLFWwindow* window, Chunk* block);
void Forward(glm::vec3 position, glm::vec3 orientation);
void Right(glm::vec3 position, glm::vec3 orientation);
void Backwards(glm::vec3 position, glm::vec3 orientation);
void Left(glm::vec3 position, glm::vec3 orientation);
};
#endif