/
camera.go
142 lines (115 loc) · 3.53 KB
/
camera.go
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package opengl
import glm "github.com/go-gl/mathgl/mgl32"
import "math"
type Camera struct {
Position glm.Vec3
front glm.Vec3
up glm.Vec3
speed float32
yaw float32
pitch float32
fov float32
firstMouse bool
lastX float32
lastY float32
}
func NewCamera(position glm.Vec3, front glm.Vec3, up glm.Vec3) *Camera {
camera := Camera{}
camera.Position = position
camera.front = front
camera.up = up
camera.yaw = -90.0
camera.pitch = 0.0
camera.fov = 45.0
camera.speed = 2.5
camera.firstMouse = true
camera.lastX = 480
camera.lastY = 270
return &camera
}
func (camera *Camera) SetSpeed(speed float32) {
camera.speed = speed
}
func (camera *Camera) Update(shader *Shader) {
projection := glm.Perspective(glm.DegToRad(camera.fov), 960.0/540.0, 0.1, 100.0)
shader.SetUniformMat4f("projection", projection)
view := glm.Ident4()
// var radius float32 = 5.0 camX := float32(math.Sin(glfw.GetTime())) * radius camZ := float32(math.Cos(glfw.GetTime())) * radius
cameraLookAt := glm.LookAtV(camera.Position, camera.Position.Add(camera.front), camera.up)
view = view.Mul4(cameraLookAt)
shader.SetUniformMat4f("view", view)
}
func (camera *Camera) TranslateForward(dt float32) {
translation := camera.front.Mul(camera.speed * dt)
camera.Position = camera.Position.Add(translation)
}
func (camera *Camera) TranslateBackward(dt float32) {
translation := camera.front.Mul(camera.speed * dt)
camera.Position = camera.Position.Sub(translation)
}
func (camera *Camera) TranslateLeft(dt float32) {
crossProduct := camera.front.Cross(camera.up)
crossProduct = crossProduct.Normalize()
translation := crossProduct.Mul(camera.speed * dt)
camera.Position = camera.Position.Sub(translation)
}
func (camera *Camera) TranslateRight(dt float32) {
crossProduct := camera.front.Cross(camera.up)
crossProduct = crossProduct.Normalize()
translation := crossProduct.Mul(camera.speed * dt)
camera.Position = camera.Position.Add(translation)
}
func (camera *Camera) TranslateUp(dt float32) {
translation := camera.up.Mul(camera.speed * dt)
camera.Position = camera.Position.Add(translation)
}
func (camera *Camera) TranslateDown(dt float32) {
translation := camera.up.Mul(camera.speed * dt)
camera.Position = camera.Position.Sub(translation)
}
func (camera *Camera) StepFOV(fov float32) {
camera.fov -= fov
if camera.fov < 1.0 {
camera.fov = 1.0
}
if camera.fov > 45.0 {
camera.fov = 45.0
}
}
func (camera *Camera) UpdateFOV(fov float32) {
camera.fov = fov
if camera.fov < 1.0 {
camera.fov = 1.0
}
if camera.fov > 45.0 {
camera.fov = 45.0
}
}
func (camera *Camera) LookAtCursor(x float32, y float32) {
if camera.firstMouse {
camera.lastX = float32(x)
camera.lastY = float32(y)
camera.firstMouse = false
}
// calculate offset from last mouse position
var xOffset float32 = float32(x) - camera.lastX
var yOffset float32 = camera.lastY - float32(y) // this needs to be reversed
camera.lastX = float32(x)
camera.lastY = float32(y)
var sensitivity float32 = 0.1
xOffset *= sensitivity
yOffset *= sensitivity
camera.yaw += xOffset
camera.pitch += yOffset
if camera.pitch > 89.0 {
camera.pitch = 89.0
}
if camera.pitch < -89.0 {
camera.pitch = -89.0
}
var direction glm.Vec3
direction[0] = float32(math.Cos(float64(glm.DegToRad(camera.yaw))) * math.Cos(float64(glm.DegToRad(camera.pitch))))
direction[1] = float32(math.Sin(float64(glm.DegToRad(camera.pitch))))
direction[2] = float32(math.Sin(float64(glm.DegToRad(camera.yaw))) * math.Cos(float64(glm.DegToRad(camera.pitch))))
camera.front = direction.Normalize()
}