-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(world::Planet::SurfaceNormal(srf));
-
- 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 up(0.0f);
- up[(srf + 0) % 3] = std::sin(roll);
- up[(srf + 1) % 3] = std::cos(roll);
- up[(srf + 2) % 3] = 0.0f;
-
- glm::vec3 target = pos;
- target[(srf + 2) % 3] -= dir;
-
- view = glm::lookAt(pos, 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));
- return *this;
-}
-
-Camera &Camera::TopDown(const creature::Creature &c, double distance, double roll) {
- const creature::Situation &s = c.GetSituation();
- if (s.OnSurface()) {
- int srf = s.Surface();
- glm::vec3 pos(s.Position() + (world::Planet::SurfaceNormal(srf) * distance));
- Reference(s.GetPlanet());
- return MapView(srf, pos, roll);
- } else {
- glm::vec3 pos(s.Position());
- pos += glm::normalize(pos) * float(distance);
- return Orbital(pos);
- }
-}
-
-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;
- int srf = s.Surface();
- up = world::Planet::SurfaceNormal(srf);
- dir =
- world::Planet::SurfaceOrientation(srf)
- * 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);