#include #include #include Camera::Camera() { } void Camera::update_move_camera() { CUBED_ASSERT_MSG(m_player, "nullptr"); auto pos = m_player->get_player_pos(); m_camera_pos = glm::vec3(pos.x, pos.y + 1, pos.z); } void Camera::camera_init(Player* player) { m_camera_pos = glm::vec3(0.0f, 2.0f, 0.0f); m_player = player; } void Camera::update_cursor_position_camera(double xpos, double ypos) { if (m_firse_mouse) { m_last_mouse_x = xpos; m_last_mouse_y = ypos; m_firse_mouse = false; } float offset_x = xpos - m_last_mouse_x; float offset_y = m_last_mouse_y - ypos; m_last_mouse_x = xpos; m_last_mouse_y = ypos; CUBED_ASSERT_MSG(m_player, "nullptr"); m_player->update_front_vec(offset_x, offset_y); } const glm::mat4 Camera::get_camera_lookat() const{ CUBED_ASSERT_MSG(m_player, "nullptr"); return glm::lookAt(m_camera_pos, m_camera_pos + m_player->get_front(), glm::vec3(0.0f, 1.0f, 0.0f)); }