2024-07-01 15:11:38 -05:00

101 lines
2.5 KiB
C++

#ifndef CAMERA_H
#define CAMERA_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
const float CAMERA_HEIGHT = 1.7f;
const float GRAVITY = 18.6f; // Should be in m/s^2 but it doesn't really work out with 9.8 so we double it
class Camera
{
public:
glm::vec3 position;
glm::vec3 target;
glm::vec3 direction;
glm::vec3 up;
// Movement
glm::vec3 horizontal_velocity;
glm::vec3 forward_velocity;
glm::vec3 vertical_velocity;
float speed;
glm::vec3 worldUp;
Camera(float speed, glm::vec3 pos)
{
this->speed = speed;
this->vertical_velocity = glm::vec3(0.0f);
this->horizontal_velocity = glm::vec3(0.0f);
this->forward_velocity = glm::vec3(0.0f);
this->position = pos;
this->target = glm::vec3(0.0f, 0.0f, -1.0f);
this->direction = glm::normalize(this->position);
this->worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
this->up = glm::cross(this->direction, right);
}
Camera(glm::vec3 pos, glm::vec3 target, float speed)
{
this->speed = speed;
this->vertical_velocity = glm::vec3(0.0f);
this->horizontal_velocity = glm::vec3(0.0f);
this->forward_velocity = glm::vec3(0.0f);
this->position = pos;
this->target = target;
this->direction = glm::normalize(this->position - this->target);
this->worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
this->up = glm::cross(this->direction, right);
}
glm::mat4 getView()
{
glm::mat4 v = glm::lookAt(this->position,
this->target + this->position,
this->worldUp);
v = glm::translate(v, glm::vec3(0.0f, -CAMERA_HEIGHT, 0.0f));
return v;
}
void move(float time) // time passed in seconds since last move
{
bool in_air = this->position.y > 0;
if (this->position.y > 0)
this->vertical_velocity.y -= (GRAVITY * time); // no way! physics reference?
glm::vec3 velocity = this->forward_velocity + this->horizontal_velocity + this->vertical_velocity;
glm::vec3 movement = (velocity * time);
this->position += movement;
// Don't want to clip into the ground right
if (this->position.y <= 0 && in_air)
{
this->position.y = 0.0f;
this->vertical_velocity.y = 0.0f;
}
}
};
#endif