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freelookcamera.cpp
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#include "freelookcamera.h"
FreeLookCamera::FreeLookCamera() : camera(vec3(0, 0, 0), glm::radians(70.0f), 16.0f / 9.0f, 1.0f, 400.0f)
{
init();
}
FreeLookCamera::FreeLookCamera(const vec3& pos, float fov, float aspect, float zNear, float zFar) : camera(pos, fov, aspect, zNear, zFar)
{
init();
}
void FreeLookCamera::update()
{
float moveSpeed = m_moveSpeed;
if(m_keyDown[SDL_SCANCODE_LSHIFT])
{
m_moveSpeed = m_sprintSpeed;
}
if(m_keyDown[SDL_SCANCODE_W])
{
m_acceleration += camera.getForward() * moveSpeed;
}
if(m_keyDown[SDL_SCANCODE_S])
{
m_acceleration += camera.getForward() * -moveSpeed;
}
if(m_keyDown[SDL_SCANCODE_D])
{
m_acceleration += camera.getRight() * moveSpeed;
}
if(m_keyDown[SDL_SCANCODE_A])
{
m_acceleration += camera.getRight() * -moveSpeed;
}
camera.velocity *= default_friction;
camera.velocity += m_acceleration;
camera.position = camera.velocity * delta_time;
}
void FreeLookCamera::move(const vec3& delta)
{
camera.move(delta);
}
void FreeLookCamera::keyDown(SDL_Scancode c)
{
m_keyDown[c] = true;
}
void FreeLookCamera::keyUp(SDL_Scancode c)
{
m_keyDown[c] = false;
}
void FreeLookCamera::handleMouseInput(Sint32 xrel, Sint32 yrel)
{
float horizontalChange = 0;
float verticalChange = 0;
horizontalChange = m_sensitivity * delta_time * float(-xrel);
verticalChange = m_sensitivity * delta_time * float(-yrel);
camera.rotate(horizontalChange, verticalChange);
}
void FreeLookCamera::init()
{
m_sensitivity = default_sensitivity;
m_moveSpeed = player_speed;
m_sprintSpeed = player_sprint_speed;
memset(&m_keyDown[0], 0, SDL_NUM_SCANCODES);
camera.acceleration = vec3(0, default_gravity, 0);
}