]> git.localhorst.tv Git - blobs.git/blobdiff - src/graphics/viewport.cpp
better camera behaviour
[blobs.git] / src / graphics / viewport.cpp
index c3727738861648a914b97021f36305b6698a7bdd..e4a29278babc60e703fdfe7d5911d2751cb1399c 100644 (file)
@@ -8,8 +8,6 @@
 
 #include <cmath>
 #include <GL/glew.h>
-#include <glm/gtx/euler_angles.hpp>
-#include <glm/gtx/rotate_vector.hpp>
 #include <glm/gtx/transform.hpp>
 
 
@@ -60,33 +58,8 @@ Camera &Camera::Reference(const world::Body &r) noexcept {
        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(glm::normalize(glm::cross(up, glm::dvec3(up.z, up.x, up.y))));
-               dir =
-                       glm::dmat3(ref, up, glm::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;
 }