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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-01 19:58:06 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-01 19:59:07 +0000 |
commit | b1ad84be00b9a88af0a9e087f5d5b724a8b3077d (patch) | |
tree | 4b58c098772e35ca307148e8a3a36103ec429b23 | |
parent | Remove more use of legacy types from asset factory (diff) | |
download | ilt-b1ad84be00b9a88af0a9e087f5d5b724a8b3077d.tar.bz2 ilt-b1ad84be00b9a88af0a9e087f5d5b724a8b3077d.tar.xz ilt-b1ad84be00b9a88af0a9e087f5d5b724a8b3077d.zip |
Remove more use of legacy types from camera controller
-rw-r--r-- | ui/manualCameraController.cpp | 5 | ||||
-rw-r--r-- | ui/manualCameraController.h | 4 |
2 files changed, 5 insertions, 4 deletions
diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp index ef26e81..a55b9cc 100644 --- a/ui/manualCameraController.cpp +++ b/ui/manualCameraController.cpp @@ -59,7 +59,8 @@ ManualCameraController::handleInput(const SDL_Event & e, const Position &) pitch = std::clamp(pitch - 0.01F * static_cast<float>(e.motion.yrel), 0.1F, half_pi); } else { - focus += rotate_flat(-direction) * (Position2D {-e.motion.xrel, e.motion.yrel} * dist / 2.0F); + focus += rotate_flat(-direction) + * (RelativePosition2D {-e.motion.xrel, e.motion.yrel} * dist / 2.0F); } } return true; @@ -79,5 +80,5 @@ void ManualCameraController::updateCamera(Camera * camera) const { const auto forward = glm::normalize(sincosf(direction) || -sin(pitch)); - camera->setView((focus || 0.F) - forward * 3.F * std::pow(dist, 1.3F), forward); + camera->setView((focus || 0) - GlobalPosition3D(forward * 3.F * std::pow(dist, 1.3F)), forward); } diff --git a/ui/manualCameraController.h b/ui/manualCameraController.h index 1efaee1..2f955e7 100644 --- a/ui/manualCameraController.h +++ b/ui/manualCameraController.h @@ -11,7 +11,7 @@ class Camera; class ManualCameraController : public CameraController, public UIComponent { public: - explicit ManualCameraController(Position2D f) : UIComponent {{}}, focus {f} { } + explicit ManualCameraController(GlobalPosition2D f) : UIComponent {{}}, focus {f} { } bool handleInput(const SDL_Event & e, const Position &) override; void render(const UIShader &, const Position & parentPos) const override; @@ -20,7 +20,7 @@ public: private: bool ctrl {false}, mrb {false}; - Position2D focus; + GlobalPosition2D focus; float direction {quarter_pi}; float dist {4000}, pitch {quarter_pi}; }; |