Created
October 7, 2014 00:21
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Evolution Camera implementation
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#define GLM_FORCE_RADIANS | |
#include <glm/glm.hpp> | |
#include <glm/gtc/quaternion.hpp> | |
#include <glm/gtx/quaternion.hpp> | |
#include <camera.h> | |
Camera::Camera() { | |
translation = glm::vec3(0.0f, 0.0f, 0.0f); | |
look = glm::vec3(0.0f, 0.0f, -1.0f); | |
up = glm::vec3(0.0f, 1.0f, 0.0f); | |
right = glm::vec3(1.0f, 0, 0.0f); | |
rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f); | |
fnear = 0.1f; | |
ffar = 100.0f; | |
fov = 45.0f; | |
aspect = 1.3f; | |
} | |
Camera::~Camera() { | |
} | |
void Camera::SetTranslation(float x, float y, float z) { | |
translation = glm::vec3(x, y, z); | |
} | |
void Camera::Move(float x, float y, float z) { | |
translation += glm::vec3(x, y, z); | |
} | |
void Camera::Rotate(float degrees, glm::vec3 axis) { | |
glm::quat delta = glm::angleAxis(glm::radians(degrees), axis); | |
rotation = rotation * delta; | |
look = look * delta; | |
up = up * delta; | |
right = right * delta; | |
} | |
void Camera::SetLookAt(float x, float y, float z) { | |
look = glm::vec3(x, y, z); | |
} |
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