Saxum/camera.cc
Fabian Klemp 0a0dcd90f8 Merge branch 'master' of github.com:Faerbit/swp
Conflicts:
	camera.cc
	graphics.cc
2014-11-17 13:31:01 +01:00

75 lines
1.6 KiB
C++

#include "camera.hh"
Camera::Camera(glm::vec2 rotation, float distance) {
this->rotation = rotation;
this->distance = distance;
}
Camera::Camera() {
rotation = glm::vec2(0.0f, 0.0f);
distance = 1.0f;
}
Camera::~Camera() {
}
float Camera::getDistance() {
return distance;
}
void Camera::setDistance(float distance) {
this->distance = distance;
updatePosition();
}
glm::vec2 Camera::getRotation() {
return rotation;
}
void Camera::setRotation(glm::vec2 rotation) {
this->rotation = rotation;
updatePosition();
}
void Camera::updateRotation(glm::vec2 rotation) {
this->rotation += rotation;
if((this->rotation.x + rotation.x) >= 1.57f) {
this->rotation.x = 1.57;
this->rotation.y += rotation.y;
}
else if ((this->rotation.x + rotation.x) <= -1.57f) {
this->rotation.x = -1.57f;
this->rotation.y += rotation.y;
}
else {
this-> rotation += rotation;
}
updatePosition();
}
void Camera:: updateDistance(float distance) {
if (this->distance + distance <= 1.0f) {
this->distance = 1.0f;
}
else if (this->distance + distance >= 30.0f) {
this->distance = 30.f;
}
else {
this->distance += distance;
}
updatePosition();
}
void Camera::updatePosition() {
glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, distance, 0.0f);
// rotate vector
glm::mat4 rotationMatrix =
glm::rotate<float>(rotation[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(rotation[0], glm::vec3(1.0f, 0.0f, 0.0f));
this->vector = glm::vec3(rotationMatrix * cameraVector);
}
glm::vec3 Camera::getVector() {
return vector;
}