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CameraController.cpp
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CameraController.cpp
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#include "CameraController.hpp"
void CameraController::AdjustCamera(glm::vec2 camera_movement_) {
//update horizontal and vertical angle
horizontal_angle += horizontal_speed * camera_movement_.x;
vertical_angle -= vertical_speed * camera_movement_.y;
vertical_angle = std::min(vertical_angle, vertical_angle_max);
vertical_angle = std::max(vertical_angle, vertical_angle_min);
//calculate camera local position and rotation
//camera orbit radius
float radius;
float ratio;
if (vertical_angle > 0.0f) {
ratio = vertical_angle / vertical_angle_max;
radius = ratio * top_radius + (1.0f - ratio) * middle_radius;
}
else {
ratio = vertical_angle / vertical_angle_min;
radius = ratio * bottom_radius + (1.0f - ratio) * middle_radius;
}
//camera local position
camera_position.z = radius * glm::sin(glm::radians(vertical_angle)) + middle_height;
float radius_xy = radius * glm::cos(glm::radians(vertical_angle));
camera_position.x = radius_xy * glm::sin(glm::radians(horizontal_angle));
camera_position.y = radius_xy * glm::cos(glm::radians(horizontal_angle));
//camera orientation
float pitch = glm::radians(-vertical_angle + 90.0f);
float yaw = glm::radians(-horizontal_angle + 180.0f);
camera_rotation = glm::angleAxis(yaw, glm::vec3(0.0f, 0.0f, 1.0f)) * glm::angleAxis(pitch, glm::vec3(1.0f, 0.0f, 0.0f));
}
void CameraController::UpdateCamera() {
camera->transform->position = target->position + camera_position;
camera->transform->rotation = camera_rotation;
}