110 lines
2.1 KiB
C++
110 lines
2.1 KiB
C++
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "camera.hpp"
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#include "input/keyboard.hpp"
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#include "../math.hpp"
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#include <iostream>
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#include <glm/matrix.hpp>
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#include <glm/vec3.hpp>
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#include <glm/ext/matrix_transform.hpp>
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using namespace sim::graphics;
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static double yaw = 0, pitch = 0;
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static glm::vec<3, double> pos(0, 0, 2);
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static glm::vec<3, double> velocity(0);
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static glm::mat4 camera_mat;
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void camera::rotate(double y, double p)
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{
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yaw += y * 0.05;
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pitch -= p * 0.05;
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if(pitch < 0) pitch = 0;
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if(pitch > 180) pitch = 180;
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}
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void camera::move(double xoff, double yoff, double zoff)
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{
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pos.x += xoff;
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pos.y += yoff;
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pos.z += zoff;
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}
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void camera::update()
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{
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glm::vec<2, double> off(0, 0);
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double m = 0.002;
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if(keyboard::is_pressed(GLFW_KEY_W))
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off.y += 1;
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if(keyboard::is_pressed(GLFW_KEY_S))
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off.y -= 1;
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if(keyboard::is_pressed(GLFW_KEY_A))
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off.x -= 1;
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if(keyboard::is_pressed(GLFW_KEY_D))
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off.x += 1;
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if(keyboard::is_pressed(GLFW_KEY_LEFT_SHIFT))
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m *= 1.5;
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if(off.x != 0 || off.y != 0)
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off /= std::sqrt(off.x * off.x + off.y * off.y);
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double angle = glm::radians<double>(yaw);
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glm::mat<2, 2, double> mat = {
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std::cos(angle), std::sin(angle),
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-std::sin(angle), std::cos(angle)
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};
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glm::vec<2, double> rotated = glm::vec<2, double>(off.x, off.y) * mat;
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bool on_ground = false;
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velocity.z -= 0.000981;
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if(pos.z + velocity.z < 1.6)
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{
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on_ground = true;
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if(keyboard::is_pressed(GLFW_KEY_SPACE))
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{
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velocity.z += 0.04;
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}
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else
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{
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velocity.z = 0;
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pos.z = 1.6;
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}
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}
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else
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{
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m = 0;
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}
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velocity.x += rotated.x * m;
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velocity.y += rotated.y * m;
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if(std::abs(pos.x + velocity.x) > 2.9)
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velocity.x = 0;
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if(std::abs(pos.y + velocity.y) > 3.9)
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velocity.y = 0;
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pos += velocity;
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velocity *= glm::vec<3, double>(on_ground ? 0.9 : 0.999);
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camera_mat = glm::mat4(1);
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camera_mat = glm::rotate(camera_mat, (float)glm::radians(-pitch), glm::vec3(1, 0, 0));
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camera_mat = glm::rotate(camera_mat, (float)glm::radians(yaw), glm::vec3(0, 0, 1));
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camera_mat = glm::translate(camera_mat, glm::vec3(-pos.x, -pos.y, -pos.z));
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}
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glm::mat4 camera::get_matrix()
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{
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return camera_mat;
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}
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