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#pragma once |
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#include "glm/fwd.hpp" |
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#include "renderer.hpp" |
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#include "GLFW/glfw3.h" |
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#define CAM_MAX_ANGLE 89.99f |
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class Controller : public Renderer::Camera { |
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public: |
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using Renderer::Camera::Camera; |
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float sensitivity = 0.04f; |
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void processInput(float deltaTime); |
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private: |
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float pitch, yaw; |
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double lastX, lastY; |
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bool firstMouseInput = true; |
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void processMouseInput(float deltaTime); |
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}; |
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#include "controller.hpp" |
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#include "GLFW/glfw3.h" |
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#include "glm/fwd.hpp" |
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#include "glm/trigonometric.hpp" |
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#include "renderer.hpp" |
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#include <cmath> |
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#include <cstdio> |
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void Controller::processMouseInput(float deltaTime) { |
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double x, y; |
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glfwGetCursorPos(window, &x, &y);
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if (firstMouseInput) { |
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lastX = x; |
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lastY = y; |
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firstMouseInput = false; |
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}
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float xOffset = x - lastX;
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float yOffset = y - lastY; |
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lastX = x; |
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lastY = y; |
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xOffset *= sensitivity; |
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yOffset *= sensitivity; |
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yaw += xOffset; |
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pitch += yOffset; |
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// Clamp camera values
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pitch = glm::clamp(pitch, -CAM_MAX_ANGLE, CAM_MAX_ANGLE); |
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// yaw = glm::clamp(yaw, -CAM_MAX_ANGLE, CAM_MAX_ANGLE);
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yaw = std::fmod(yaw, 360.0f); |
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// Update the front vector
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glm::vec3 dir; |
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dir.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); |
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dir.y = sin(glm::radians(-pitch)); |
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dir.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); |
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front = glm::normalize(dir); |
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updateCameraTransforms(); |
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printf("%f %f %f (pitch: %f yaw: %f)\n", position.x, position.y, position.z, pitch, yaw); |
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}
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void Controller::processInput(float deltaTime) { |
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processMouseInput(deltaTime); |
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float cameraSpeed = deltaTime * 2.5f;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { |
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translate(cameraSpeed * front); |
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} |
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { |
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translate(-cameraSpeed * front); |
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} |
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { |
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translate(-glm::normalize(glm::cross(front, up)) * cameraSpeed); |
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} |
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { |
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translate(glm::normalize(glm::cross(front, up)) * cameraSpeed); |
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} |
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { |
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translate(cameraSpeed * up); |
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} |
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) { |
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translate(cameraSpeed * -up); |
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} |
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} |
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