-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);