#include <cmath>
#include <GL/glew.h>
-#include <glm/gtx/euler_angles.hpp>
-#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/transform.hpp>
, 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::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));
- return *this;
-}
-
-Camera &Camera::Radial(const creature::Creature &c, double distance, const glm::dvec3 &angle) {
- const creature::Situation &s = c.GetSituation();
- glm::dvec3 pos(s.Position());
- glm::dvec3 up(0.0);
- glm::dvec3 dir(0.0, 0.0, -distance);
- if (s.OnSurface()) {
- Reference(s.GetPlanet());
- track_orient = true;
- up = s.GetPlanet().NormalAt(s.Position());
- glm::dvec3 ref(normalize(cross(up, glm::dvec3(up.z, up.x, up.y))));
- dir =
- glm::dmat3(ref, up, cross(ref, up))
- * glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x))
- * dir;
- } else {
- up.y = 1.0;
- dir = glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) * dir;
- }
- pos += up * (c.Size() * 0.5);
- up = glm::rotate(up, angle.z, glm::normalize(-dir));
- view = glm::lookAt(pos - dir, pos, up);
+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);
}