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cam.hpp
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#include<cmath>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
class Camera{
public:
double pitch,yaw,roll;
glm::vec3 pos;
Camera() = default;
Camera(glm::vec3 pos,double pitch=0.0,double yaw=0.0,double roll=0.0){
this->pos = pos;
this->pitch = pitch;
this->yaw = yaw;
this->roll = roll;
}
glm::vec3 inline worldup(){
double rroll = glm::radians(roll);
return glm::vec3(sin(rroll),cos(rroll),0);
}
glm::mat4 viewmatrix(){
glm::mat4 trans = glm::mat4(1.0);
trans = glm::rotate(trans,(float)-glm::radians(pitch),glm::vec3(1.0,0.0,0.0));
trans = glm::rotate(trans,(float)glm::radians(yaw+90),glm::vec3(0.0,1.0,0.0));
trans = glm::rotate(trans,(float)-glm::radians(roll),direction());
trans = glm::translate(trans,-pos);
return trans;
}
glm::vec3 direction(){
double ryaw = glm::radians(yaw);
double rpitch = glm::radians(pitch);
return glm::normalize(glm::vec3(cos(ryaw)*cos(rpitch),sin(rpitch),sin(ryaw)*cos(rpitch)));
}
glm::vec3 xzfront(){
double ryaw = glm::radians(yaw);
return glm::vec3(cos(ryaw),0,sin(ryaw));
}
glm::vec3 xzright(){
double ryaw = glm::radians(yaw);
return glm::vec3(-sin(ryaw),0,cos(ryaw));
}
glm::vec3 right(){
glm::vec3 dir = direction();
glm::vec3 cross = glm::cross(worldup(),dir);
if(glm::length(cross)<0.0001){
glm::vec4 rotatedup = glm::rotate(glm::mat4(1),glm::radians(90.0f),glm::vec3(0.0,0.0,1.0))*glm::vec4(worldup(),1.0);
cross = glm::cross(glm::vec3(rotatedup)/rotatedup.w,dir);
}
return glm::normalize(cross);
}
glm::vec3 up(){
return glm::cross(direction(),right());
}
};