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Camera.h
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//
// Created by PETROS on 15/10/2024.
//
#ifndef CAMERA_H
#define CAMERA_H
#include <Trigonometry.h>
#include "Vector3D.h"
struct Camera;
struct Matrix4D;
void MoveCameraZ(Camera &camera, float modifier);
void MoveCameraX(Camera &camera, float modifier);
void MoveCameraY(Camera &camera, float modifier);
Matrix4D CameraLookAtMatrix(const Camera &camera);
Matrix4D PerspectiveMatrix(float FOV, float z_near, float z_far, float aspect);
void PerspectiveMatrixUpdate(Matrix4D &perspectiveMatrix, float FOV, float aspect);
void RotateCamera(Camera & camera, short azimuth_modifier, short elevation_modifier);
struct Camera {
const Vector3D basis_forward{0, 0, 1.f};
const Vector3D basis_right{1, 0, 0.f};
const Vector3D basis_up{0.0f, -1.0f, 0.0f};
Vector3D position{0.0f, 0, 0.0f};
Vector3D forward{basis_forward};
Vector3D right{basis_right};
Vector3D up{basis_up};
float camera_speed{0.05f};
float azimuth = 0;
float elevation = 0;
float rotation_speed_y{0.05};
float rotation_speed_x{0.05};
const float max_elevation_rotation{DegreeToRadians(45.f)};
};
#endif //CAMERA_H