Quaternion camera.

This commit is contained in:
2014-03-10 00:24:26 +01:00
parent ce6b570520
commit 8be97a7871
2 changed files with 43 additions and 31 deletions
+11 -5
View File
@@ -6,6 +6,8 @@
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
class Camera
{
@@ -14,7 +16,7 @@ public:
glm::vec3 Forward();
glm::vec3 Right();
glm::mat4 Orientation();
glm::quat Orientation();
float AspectRatio() const { return m_AspectRatio; }
void AspectRatio(float val);
@@ -22,10 +24,13 @@ public:
glm::vec3 Position() const { return m_Position; }
void Position(glm::vec3 val);
float Pitch() const { return m_Pitch; }
glm::quat Orientation() const { return m_Orientation; }
void Orientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
@@ -43,8 +48,9 @@ private:
float m_FarClip;
glm::vec3 m_Position;
float m_Pitch;
float m_Yaw;
glm::quat m_Orientation;
//float m_Pitch;
//float m_Yaw;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;