// // Created by Orange on 12/23/2024. // #include "omath/engines/OpenGL/Camera.hpp" #include "omath/engines/OpenGL/Formulas.hpp" namespace omath::opengl { Camera::Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort, const Angle& fov, const float near, const float far) : projection::Camera(position, viewAngles, viewPort, fov, near, far) { } void Camera::LookAt([[maybe_unused]] const Vector3& target) { const float distance = m_origin.DistTo(target); const auto delta = target - m_origin; m_viewAngles.pitch = PitchAngle::FromRadians(std::asin(delta.z / distance)); m_viewAngles.yaw = -YawAngle::FromRadians(std::atan2(delta.y, delta.x)); m_viewAngles.roll = RollAngle::FromRadians(0.f); } Mat4x4 Camera::CalcViewMatrix() const { return opengl::CalcViewMatrix(m_viewAngles, m_origin); } Mat4x4 Camera::CalcProjectionMatrix() const { return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance, m_farPlaneDistance); } } // namespace omath::opengl