#include "Camera.hpp"
#include "Viewport.hpp"
-#include "../const.hpp"
+#include "../creature/Creature.hpp"
+#include "../math/const.hpp"
#include "../world/Body.hpp"
+#include "../world/Planet.hpp"
#include <cmath>
#include <GL/glew.h>
namespace graphics {
Camera::Camera(const world::Body &r) noexcept
-: fov(PI_0p25)
+: fov(PI * 0.25)
, aspect(1.0f)
, near(0.1f)
, far(12560.0f)
-, projection(glm::perspective(fov, aspect, near, far))
+, projection(glm::infinitePerspective(fov, aspect, near))
, view(1.0f)
, ref(&r)
, track_orient(false) {
return *this;
}
-Camera &Camera::FirstPerson(int srf, const glm::vec3 &pos, const glm::vec3 &at) noexcept {
- track_orient = true;
-
- 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 + 2) % 3] = dir;
-
- glm::vec3 target;
- target[(srf + 0) % 3] = at.x;
- target[(srf + 1) % 3] = at.y;
- target[(srf + 2) % 3] = dir * (at.z + Reference().Radius());
-
- view = glm::lookAt(position, target, up);
-
- return *this;
-}
-
-Camera &Camera::MapView(int srf, const glm::vec3 &pos, float roll) noexcept {
- track_orient = true;
-
- 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 + 2) % 3] = 0.0f;
-
- glm::vec3 target = position;
- target[(srf + 2) % 3] -= dir;
-
- view = glm::lookAt(position, target, up);
-
- return *this;
-}
-
-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));
+Camera &Camera::LookAt(const glm::vec3 &pos, const glm::vec3 &tgt, const glm::vec3 &up) noexcept {
+ view = glm::lookAt(pos, tgt, up);
return *this;
}
if (&b == ref) {
return track_orient ? glm::mat4(1.0f) : glm::mat4(ref->LocalTransform());
} else if (b.HasParent() && &b.Parent() == ref) {
- return track_orient
+ return glm::mat4(track_orient
? ref->InverseTransform() * b.FromParent() * b.LocalTransform()
- : b.FromParent() * b.LocalTransform();
+ : b.FromParent() * b.LocalTransform());
} else if (ref->HasParent() && &ref->Parent() == &b) {
- return track_orient
+ return glm::mat4(track_orient
? ref->InverseTransform() * ref->ToParent() * b.LocalTransform()
- : ref->ToParent() * b.LocalTransform();
+ : ref->ToParent() * b.LocalTransform());
} else {
- return track_orient
+ return glm::mat4(track_orient
? ref->InverseTransform() * ref->ToUniverse() * b.FromUniverse() * b.LocalTransform()
- : ref->ToUniverse() * b.FromUniverse() * b.LocalTransform();
+ : ref->ToUniverse() * b.FromUniverse() * b.LocalTransform());
}
}
+glm::mat4 Camera::Universe() const noexcept {
+ return glm::mat4(track_orient
+ ? ref->InverseTransform() * ref->ToUniverse()
+ : ref->ToUniverse());
+}
+
void Camera::UpdateProjection() noexcept {
- projection = glm::perspective(fov, aspect, near, far);
+ projection = glm::infinitePerspective(fov, aspect, near);
}