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#ifndef camera_h
#define camera_h
#include "constants.hpp"
struct Camera
{
public:
Camera(const glm::vec3& pos, float fov, float aspect, float zNear, float zFar){
this->pos = pos;
this->forward = glm::vec3(0.0f, 0.0f, -1.0f);
this->up = glm::vec3(0.0f, 1.0f, 0.0f);
this->projection = glm::perspective(fov, aspect, zNear, zFar);
}
inline glm::mat4 GetViewProjection() const {
return projection * glm::lookAt(pos, pos + forward, up);
}
void MoveForward(){
pos += forward * MOVE_AMOUNT;
}
void MoveBackward(){
pos += forward * -MOVE_AMOUNT;
}
void MoveRight(){
pos += -glm::cross(up, forward) * MOVE_AMOUNT;
}
void MoveLeft(){
pos += glm::cross(up, forward) * MOVE_AMOUNT;
}
void MoveUp(){
pos += glm::vec3(0,MOVE_AMOUNT,0);
}
void MoveDown(){
pos -= glm::vec3(0,MOVE_AMOUNT,0);
}
void Pitch(float angle){
glm::vec3 right = glm::normalize(glm::cross(up, forward));
forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0)));
up = glm::normalize(glm::cross(forward, right));
}
private:
glm::mat4 projection;
glm::vec3 pos;
glm::vec3 forward;
glm::vec3 up;
};
#endif
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