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#include "camera.h"
Camera::Camera(const QVector3D &pos)
: m_forward(0.0f, 0.0f, -1.0f),
m_right(1.0f, 0.0f, 0.0f),
m_up(0.0f, 1.0f, 0.0f),
m_pos(pos),
m_yaw(0.0f),
m_pitch(0.0f)
{
}
static inline void clamp360(float *v)
{
if (*v > 360.0f)
*v -= 360.0f;
if (*v < -360.0f)
*v += 360.0f;
}
void Camera::yaw(float degrees)
{
m_yaw += degrees;
clamp360(&m_yaw);
m_yawMatrix.setToIdentity();
m_yawMatrix.rotate(m_yaw, 0, 1, 0);
QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix;
m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D();
m_right = (QVector4D(1.0f, 0.0f, 0.0f, 0.0f) * rotMat).toVector3D();
}
void Camera::pitch(float degrees)
{
m_pitch += degrees;
clamp360(&m_pitch);
m_pitchMatrix.setToIdentity();
m_pitchMatrix.rotate(m_pitch, 1, 0, 0);
QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix;
m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D();
m_up = (QVector4D(0.0f, 1.0f, 0.0f, 0.0f) * rotMat).toVector3D();
}
void Camera::walk(float amount)
{
m_pos[0] += amount * m_forward.x();
m_pos[2] += amount * m_forward.z();
}
void Camera::strafe(float amount)
{
m_pos[0] += amount * m_right.x();
m_pos[2] += amount * m_right.z();
}
QMatrix4x4 Camera::viewMatrix() const
{
QMatrix4x4 m = m_pitchMatrix * m_yawMatrix;
m.translate(-m_pos);
return m;
}