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-rw-r--r--gfx/gl/camera.cpp42
1 files changed, 2 insertions, 40 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp
index c98ff70..c957b2c 100644
--- a/gfx/gl/camera.cpp
+++ b/gfx/gl/camera.cpp
@@ -1,9 +1,9 @@
#include "camera.h"
#include <glm/gtx/transform.hpp>
+#include <maths.h>
Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) :
- pos {pos}, forward {0.0F, 0.0F, 1.0F}, up {0.0F, 1.0F, 0.0F}, projection {
- glm::perspective(fov, aspect, zNear, zFar)}
+ pos {pos}, forward {::north}, up {::up}, projection {glm::perspective(fov, aspect, zNear, zFar)}
{
}
@@ -12,41 +12,3 @@ Camera::GetViewProjection() const
{
return projection * glm::lookAt(pos, pos + forward, up);
}
-
-void
-Camera::MoveForward(float amt)
-{
- pos += forward * amt;
-}
-
-void
-Camera::SlideForward(float amt)
-{
- pos += forward * amt * glm::vec3 {1, 0, 1};
-}
-
-void
-Camera::MoveRight(float amt)
-{
- pos += glm::cross(up, forward) * amt;
-}
-
-void
-Camera::Pitch(float angle)
-{
- const auto right = glm::normalize(glm::cross(up, forward));
-
- forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0)));
- up = glm::normalize(glm::cross(forward, right));
-}
-
-void
-Camera::RotateY(float angle)
-{
- static constexpr glm::vec3 UP {0.0F, 1.0F, 0.0F};
-
- const auto rotation = glm::rotate(angle, UP);
-
- forward = glm::vec3(glm::normalize(rotation * glm::vec4(forward, 0.0)));
- up = glm::vec3(glm::normalize(rotation * glm::vec4(up, 0.0)));
-}