#include "Camera.hpp"
#include "Viewport.hpp"
+#include "../creature/Creature.hpp"
#include "../math/const.hpp"
#include "../world/Body.hpp"
+#include "../world/Planet.hpp"
#include <cmath>
#include <GL/glew.h>
float dir = srf < 3 ? 1.0f : -1.0f;
- glm::vec3 position;
- position[(srf + 0) % 3] = pos.x;
- position[(srf + 1) % 3] = pos.y;
- position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius());
-
glm::vec3 up(0.0f);
- up[(srf + 0) % 3] = std::cos(roll);
- up[(srf + 1) % 3] = std::sin(roll);
+ up[(srf + 0) % 3] = std::sin(roll);
+ up[(srf + 1) % 3] = std::cos(roll);
up[(srf + 2) % 3] = 0.0f;
- glm::vec3 target = position;
+ glm::vec3 target = pos;
target[(srf + 2) % 3] -= dir;
- view = glm::lookAt(position, target, up);
+ view = glm::lookAt(pos, target, up);
return *this;
}
+Camera &Camera::TopDown(const creature::Creature &c, float distance, float roll) {
+ const creature::Situation &s = c.GetSituation();
+ if (s.OnPlanet()) {
+ int srf = s.Surface();
+ glm::vec3 pos(s.Position());
+ pos[(srf + 2) % 3] += srf < 3 ? distance : -distance;
+ Reference(s.GetPlanet());
+ return MapView(srf, pos, roll);
+ } else {
+ glm::vec3 pos(s.Position());
+ pos += glm::normalize(pos) * distance;
+ return Orbital(pos);
+ }
+}
+
Camera &Camera::Orbital(const glm::vec3 &pos) noexcept {
track_orient = false;
view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));