nice
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26
src/td/render/Camera.cpp
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26
src/td/render/Camera.cpp
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#include <td/render/Camera.h>
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#include <cmath>
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namespace td {
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namespace render {
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void Camera::UpdatePerspective(float a_AspectRatio) {
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m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f);
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m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix);
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}
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void Camera::SetCamPos(const Vec3f& a_NewPos) {
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Vec3f front = {
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std::cos(m_Yaw) * std::cos(m_Pitch),
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std::sin(m_Pitch),
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std::sin(m_Yaw) * std::cos(m_Pitch)
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};
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m_CamPos = a_NewPos;
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m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 });
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m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know
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}
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} // namespace render
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} // namespace td
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