Files
face_sdk/vulkan/framework/camera.h

94 lines
1.9 KiB
C++

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