added the readme
This commit is contained in:
@@ -0,0 +1,121 @@
|
||||
#ifndef CAMERA_CLASS_H
|
||||
#define CAMERA_CLASS_H
|
||||
#include <algorithm>
|
||||
#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/gtc/quaternion.hpp>
|
||||
#include <cstdlib>
|
||||
#include "common.h"
|
||||
#include "Window.h"
|
||||
#include "t.h"
|
||||
#include "tFunctions.h"
|
||||
#include "shaderClass.h"
|
||||
|
||||
const glm::vec3 worldUp = { 0.0f, 1.0f, 0.0f };
|
||||
|
||||
class Camera {
|
||||
public:
|
||||
bool lockedcursor = true;
|
||||
t t;
|
||||
float yaw = 0.0f;
|
||||
float pitch = 0.0f;
|
||||
const float originalspeed = 0.08f;
|
||||
float speed = 0.08f;
|
||||
float sensitivity = 0.001f;
|
||||
float FOV = 90.0f;
|
||||
float screenshake = 0.0f;
|
||||
|
||||
Camera() {}
|
||||
|
||||
void AddScreenshake(float amount) {
|
||||
screenshake += amount;
|
||||
float s = screenshake;
|
||||
shakeTarget = glm::vec3(
|
||||
((float)(rand() % 2000 - 1000) / 1000.0f) * s,
|
||||
((float)(rand() % 2000 - 1000) / 1000.0f) * s,
|
||||
((float)(rand() % 2000 - 1000) / 1000.0f) * s * 0.5f
|
||||
);
|
||||
shakeTimer = 0.05f;
|
||||
}
|
||||
|
||||
void Matrix(float nearPlane, float farPlane, Shader& shader) {
|
||||
shader.SetMat4("proj", GetProjectionMatrix(nearPlane, farPlane));
|
||||
shader.SetMat4("view", GetViewMatrix());
|
||||
shader.Set3F("viewPos", t.GetTranslation());
|
||||
}
|
||||
|
||||
glm::mat4 GetViewMatrix() {
|
||||
glm::vec3 front = t.GetFrontVector();
|
||||
glm::vec3 up = t.GetUpVector();
|
||||
|
||||
if (screenshake > 0.0f) {
|
||||
// Apply smooth shake offset stored in shakeOffset
|
||||
glm::quat offsetRot = glm::quat(glm::vec3(
|
||||
shakeOffset.x,
|
||||
shakeOffset.y,
|
||||
shakeOffset.z // roll
|
||||
));
|
||||
front = glm::normalize(offsetRot * front);
|
||||
up = glm::normalize(offsetRot * up);
|
||||
}
|
||||
|
||||
return glm::lookAt(t.GetTranslation(), t.GetTranslation() + front, up);
|
||||
}
|
||||
|
||||
glm::mat4 GetProjectionMatrix(float nearPlane, float farPlane) {
|
||||
return glm::perspective(glm::radians(FOV),
|
||||
(float)window->width / (float)window->height, nearPlane, farPlane);
|
||||
}
|
||||
|
||||
void Step(float dt) {
|
||||
if (screenshake <= 0.0f) {
|
||||
shakeOffset = glm::vec3(0.0f);
|
||||
shakeTarget = glm::vec3(0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
// Pick a new random target periodically, but fade target to zero as shake ends
|
||||
shakeTimer -= dt;
|
||||
if (shakeTimer <= 0.0f) {
|
||||
float s = screenshake;
|
||||
shakeTarget = glm::vec3(
|
||||
((float)(rand() % 2000 - 1000) / 1000.0f) * s,
|
||||
((float)(rand() % 2000 - 1000) / 1000.0f) * s,
|
||||
((float)(rand() % 2000 - 1000) / 1000.0f) * s * 0.5f
|
||||
);
|
||||
shakeTimer = 0.05f;
|
||||
}
|
||||
|
||||
// As shake decays below threshold, pull target back to zero so we land clean
|
||||
if (screenshake < 0.2f)
|
||||
shakeTarget = glm::vec3(0.0f);
|
||||
|
||||
// Smoothly interpolate current offset toward target
|
||||
float smoothSpeed = 20.0f;
|
||||
shakeOffset = glm::mix(shakeOffset, shakeTarget, glm::min(1.0f, smoothSpeed * dt));
|
||||
|
||||
// Decay
|
||||
screenshake -= dt * 3.0f;
|
||||
if (screenshake < 0.0f) screenshake = 0.0f;
|
||||
}
|
||||
|
||||
void ProcessMouseMovement(float xoffset, float yoffset) {
|
||||
xoffset *= sensitivity;
|
||||
yoffset *= sensitivity;
|
||||
yaw += xoffset;
|
||||
pitch += yoffset;
|
||||
pitch = glm::clamp(pitch, -glm::radians(89.0f), glm::radians(89.0f));
|
||||
t.RotateToEulerAngles({ pitch, yaw, 0.0f });
|
||||
t.NormalizeRotation();
|
||||
}
|
||||
|
||||
private:
|
||||
glm::vec3 shakeOffset = glm::vec3(0.0f); // current smoothed offset (pitch, yaw, roll)
|
||||
glm::vec3 shakeTarget = glm::vec3(0.0f); // target we're interpolating toward
|
||||
float shakeTimer = 0.0f; // time until next target pick
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user