fix aspectRatio
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@@ -5,11 +5,11 @@ import org.joml.Vector3f;
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public class Camera {
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public static final float fov = 70.0f;
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// should be changed to match screen
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public static final float aspect = 1.0f;
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public static final float zNear = 0.01f;
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public static final float zFar = 1000.0f;
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private float aspectRatio;
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private Vector3f pos;
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private float yaw = 0.0f;
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@@ -115,14 +115,13 @@ public class Camera {
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this.pitch = pitch;
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}
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public Matrix4f getMatrix() {
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Vector3f forward = new Vector3f(
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(float) (Math.cos(yaw) * Math.cos(pitch)),
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(float) (Math.sin(pitch)),
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(float) (Math.sin(yaw) * Math.cos(pitch)));
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public void setAspectRatio(float aspectRatio) {
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this.aspectRatio = aspectRatio;
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}
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public Matrix4f getMatrix() {
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return new Matrix4f()
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.perspective((float) (Math.toRadians(fov)), aspect, zNear, zFar)
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.perspective((float) (Math.toRadians(fov)), aspectRatio, zNear, zFar)
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.lookAt(pos, new Vector3f(0.0f, 0, 0), new Vector3f(0.0f, 1.0f, 0.0f));
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}
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}
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@@ -102,6 +102,10 @@ public class Window {
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float y = cam.getPos().z();
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cam.setPosition(new Vector3f(x * (float) Math.cos(angle) - y * (float) Math.sin(angle), 1.0f,
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x * (float) Math.sin(angle) + y * (float) Math.cos(angle)));
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int width[] = new int[1];
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int height[] = new int[1];
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glfwGetWindowSize(window, width, height);
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cam.setAspectRatio((float) width[0] / (float) height[0]);
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renderer.Render(cam);
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renderPieces();
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}
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