Quaternion camera.
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+32
-26
@@ -8,30 +8,30 @@ Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
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m_FarClip = farClip;
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m_Position = glm::vec3(0.0);
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m_Pitch = 0.f;
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m_Yaw = 0.f;
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/*m_Pitch = 0.f;
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m_Yaw = 0.f;*/
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UpdateProjectionMatrix();
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UpdateViewMatrix();
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}
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glm::vec3 Camera::Forward()
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{
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return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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//glm::vec3 Camera::Forward()
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//{
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// return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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//}
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//
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//glm::vec3 Camera::Right()
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//{
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// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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//}
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glm::vec3 Camera::Right()
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{
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return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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glm::mat4 Camera::Orientation()
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{
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glm::mat4 orientation(1.f);
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orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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return orientation;
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}
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//glm::mat4 Camera::Orientation()
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//{
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// glm::mat4 orientation(1.f);
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// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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// return orientation;
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//}
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void Camera::AspectRatio(float val)
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{
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@@ -46,17 +46,23 @@ void Camera::Position(glm::vec3 val)
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}
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void Camera::Pitch(float val)
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void Camera::Orientation(glm::quat val)
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{
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m_Pitch = val;
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m_Orientation = val;
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UpdateViewMatrix();
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}
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void Camera::Yaw(float val)
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{
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m_Yaw = val;
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UpdateViewMatrix();
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}
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//void Camera::Pitch(float val)
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//{
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// m_Pitch = val;
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// UpdateViewMatrix();
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//}
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//
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//void Camera::Yaw(float val)
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//{
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// m_Yaw = val;
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// UpdateViewMatrix();
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//}
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void Camera::UpdateProjectionMatrix()
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{
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@@ -70,5 +76,5 @@ void Camera::UpdateProjectionMatrix()
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void Camera::UpdateViewMatrix()
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{
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m_ViewMatrix = glm::translate(Orientation(), -m_Position);
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m_ViewMatrix = glm::translate(glm::toMat4(m_Orientation), -m_Position);
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}
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