COSC-3P98-Assigment-3/include/camera.h

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/*
* Created by Brett Terpstra 6920201 on 20/03/23.
* Copyright (c) Brett Terpstra 2023 All Rights Reserved
*/
#ifndef ASSIGN3_CAMERA_H
#define ASSIGN3_CAMERA_H
#include <cmath>
#include <blt/math/vectors.h>
#include <GL/glut.h>
#include <GL/freeglut.h>
#include <util.h>
#include "blt/std/logging.h"
class camera {
private:
bool keyMap[512] {};
bool keyState[512] {};
bool specialState[512] {};
blt::vec3 position {0, 3, 0};
blt::vec3 rotation;
bool mouseGrabbed = false;
int lastX = 0, lastY = 0, curX = 0, curY = 0;
int dx = 0, dy = 0;
const float MAX_SPEED = 100;
const float DEFAULT_SPEED = 50;
const float ROTATION_SPEED = 3;
float cur_speed = DEFAULT_SPEED;
float currentSpeedX = 0;
float currentSpeedY = 0;
float currentSpeedZ = 0;
void handleMouseMotion(int x, int y){
lastX = curX;
lastY = curY;
curX = x;
curY = y;
dx = curX - lastX;
dy = curY - lastY;
}
public:
camera() = default;
inline void keyPress(unsigned char key, int x, int y) {
keyState[key] = keyMap[key] = true;
}
inline void specialPress(int key){
specialState[key] = true;
}
inline void specialRelease(int key){
specialState[key] = false;
}
inline void keyRelease(unsigned char key, int x, int y) {
keyMap[key] = false;
if (key == 27) {
mouseGrabbed = !mouseGrabbed;
if (mouseGrabbed)
glutSetCursor(GLUT_CURSOR_NONE);
else
glutSetCursor(GLUT_CURSOR_INHERIT);
}
}
inline bool isKeyPressed(unsigned char key){
return keyMap[key];
}
inline bool getKeyState(unsigned char key) {
return keyState[key];
}
inline void mouseMotion(int x, int y){
handleMouseMotion(x,y);
}
inline void mousePassiveMotion(int x, int y){
handleMouseMotion(x,y);
}
void update(int window_width, int window_height, float delta){
if (mouseGrabbed) {
// center the cursor
glutWarpPointer(window_width / 2, window_height / 2);
// apply rotation only if the mouse is grabbed
rotation[1] += (-(float) dy * delta * ROTATION_SPEED);
rotation[2] += (-(float) dx * delta * ROTATION_SPEED);
}
const float horzSpeed = 25;
const float vertSpeed = 25;
if (specialState[GLUT_KEY_UP])
rotation[1] += (-(float) vertSpeed * delta * ROTATION_SPEED);
else if (specialState[GLUT_KEY_DOWN])
rotation[1] += ((float) vertSpeed * delta * ROTATION_SPEED);
if (specialState[GLUT_KEY_LEFT])
rotation[2] += (-(float) horzSpeed * delta * ROTATION_SPEED);
else if (specialState[GLUT_KEY_RIGHT])
rotation[2] += ((float) horzSpeed * delta * ROTATION_SPEED);
if (rotation[2] > 360)
rotation[2] = 0;
if (rotation[2] < 0)
rotation[2] = 360;
if (rotation[1] > 90)
rotation[1] = 90;
if (rotation[1] < -90)
rotation[1] = -90;
if (keyMap['w'])
currentSpeedX = -cur_speed;
else if (keyMap['s'])
currentSpeedX = cur_speed;
else
currentSpeedX = 0;
if (keyMap['a'])
currentSpeedZ = cur_speed;
else if (keyMap['d'])
currentSpeedZ = -cur_speed;
else
currentSpeedZ = 0;
if (keyMap['q'])
currentSpeedY = -cur_speed;
else if (keyMap['e'])
currentSpeedY = cur_speed;
else
currentSpeedY = 0;
float yaw = rotation[2] * TO_RAD;
// https://www.desmos.com/calculator/gccgtjqpcy
// visual description of this equation, Y is Z here and R is the yaw
float p_dx = -currentSpeedX * sinf(yaw) + -currentSpeedZ * cosf(yaw);
float p_dy = currentSpeedY;
float p_dz = currentSpeedX * cosf(yaw) + -currentSpeedZ * sinf(yaw);
position[0] += (float)(p_dx * delta);
position[1] += (float)(p_dy * delta);
position[2] += (float)(p_dz * delta);
}
void inputUpdate(){
// would've made sense to split this into another class at this point
for (bool& b : keyState)
b = false;
}
const blt::vec3& getPosition(){
return position;
}
const blt::vec3& getRotation(){
return rotation;
}
};
#endif //ASSIGN3_CAMERA_H