init
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/* Copyright (c) 2019-2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "common/error.h"
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#include "common/glm_common.h"
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/quaternion.hpp>
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namespace vkb
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{
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enum CameraType
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{
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LookAt,
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FirstPerson
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};
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class Camera
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{
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public:
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void update(float deltaTime);
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// Update camera passing separate axis data (gamepad)
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// Returns true if view or position has been changed
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bool update_gamepad(glm::vec2 axis_left, glm::vec2 axis_right, float delta_time);
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CameraType type = CameraType::LookAt;
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glm::vec3 rotation = glm::vec3();
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glm::vec3 position = glm::vec3();
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float rotation_speed = 1.0f;
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float translation_speed = 1.0f;
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bool updated = false;
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struct
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{
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glm::mat4 perspective;
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glm::mat4 view;
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} matrices;
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struct
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{
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bool left = false;
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bool right = false;
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bool up = false;
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bool down = false;
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} keys;
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bool moving();
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float get_near_clip();
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float get_far_clip();
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void set_perspective(float fov, float aspect, float znear, float zfar);
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void update_aspect_ratio(float aspect);
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void set_position(const glm::vec3 &position);
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void set_rotation(const glm::vec3 &rotation);
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void rotate(const glm::vec3 &delta);
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void set_translation(const glm::vec3 &translation);
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void translate(const glm::vec3 &delta);
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private:
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float fov;
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float znear, zfar;
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void update_view_matrix();
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};
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} // namespace vkb
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