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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 00:09:18 +02:00
Use glm::dvec3 for Camera LookAt/init
Update Init(...) parameters to glm::dvec3, change LookAt to glm::dvec3 and adjust Camera.cpp to remove redundant glm::dvec3 casts (lookAt call and vector subtraction). These changes improve precision for camera lookAt vector in world coordinates above 4 digits
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@@ -21,7 +21,7 @@ http://mozilla.org/MPL/2.0/.
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//---------------------------------------------------------------------------
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void TCamera::Init(glm::vec3 const &NPos, glm::vec3 const &NAngle /*, TCameraType const NType*/, TDynamicObject *Owner)
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void TCamera::Init(glm::dvec3 const &NPos, glm::dvec3 const &NAngle /*, TCameraType const NType*/, TDynamicObject *Owner)
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{
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vUp = { 0, 1, 0 };
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@@ -209,7 +209,7 @@ bool TCamera::SetMatrix( glm::dmat4 &Matrix ) {
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if( ( m_owner != nullptr ) && ( false == DebugCameraFlag ) ) {
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Matrix *= glm::lookAt(Pos, glm::dvec3{ LookAt }, glm::dvec3{ vUp } );
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Matrix *= glm::lookAt(Pos, LookAt, glm::dvec3{ vUp } );
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}
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else {
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Matrix = glm::translate( Matrix, -Pos ); // nie zmienia kierunku patrzenia
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@@ -220,7 +220,7 @@ bool TCamera::SetMatrix( glm::dmat4 &Matrix ) {
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void TCamera::RaLook()
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{ // zmiana kierunku patrzenia - przelicza Yaw
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auto where = glm::dvec3(LookAt )- Pos /*+ Math3D::vector3(0, 3, 0)*/; // trochę w górę od szyn
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auto where = LookAt - Pos /*+ Math3D::vector3(0, 3, 0)*/; // trochę w górę od szyn
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if( ( where.x != 0.0 ) || ( where.z != 0.0 ) ) {
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Angle.y = atan2( -where.x, -where.z ); // kąt horyzontalny
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m_rotationoffsets.y = 0.0;
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