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improved some code
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@@ -8,6 +8,11 @@
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namespace omath::source
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{
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Camera::Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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const projection::FieldOfView& fov, const float near, const float far) :
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projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far)
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{
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}
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void Camera::LookAt(const Vector3& target)
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{
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const float distance = m_origin.DistTo(target);
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@@ -15,17 +20,17 @@ namespace omath::source
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m_viewAngles.pitch = PitchAngle::FromRadians(std::asin(delta.z / distance));
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m_viewAngles.yaw = YawAngle::FromRadians(std::atan2(delta.y, delta.x));
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m_viewAngles.yaw = -YawAngle::FromRadians(std::atan2(delta.y, delta.x));
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m_viewAngles.roll = RollAngle::FromRadians(0.f);
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}
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Mat4x4 Camera::GetViewMatrix() const
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{
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return ViewMatrix(m_viewAngles, m_origin);
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return CalcViewMatrix(m_viewAngles, m_origin);
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}
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Mat4x4 Camera::GetProjectionMatrix() const
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{
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return PerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance, m_farPlaneDistance);
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return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance, m_farPlaneDistance);
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}
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} // namespace omath::source
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