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maszyna/vehicle/Camera.h
docentYT c833b8177b 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
2026-05-05 23:02:16 +02:00

49 lines
1.4 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "input/command.h"
#include "vehicle/DynObj.h"
//---------------------------------------------------------------------------
class TCamera {
public: // McZapkie: potrzebuje do kiwania na boki
void Init(glm::dvec3 const &Location, glm::dvec3 const &Angle, TDynamicObject *Owner);
void Reset();
void OnCursorMove(double const x, double const y);
bool OnCommand( command_data const &Command );
void Update();
bool SetMatrix(glm::dmat4 &Matrix);
void RaLook();
glm::vec3 Angle; // pitch, yaw, roll
glm::dvec3 Pos; // współrzędne obserwatora
glm::dvec3 LookAt; // Idealnie gdyby był to znormalizowany kierunek, ale obecnie są to współrzędne punktu, na który ma patrzeć
glm::vec3 vUp;
glm::dvec3 Velocity;
TDynamicObject *m_owner { nullptr }; // TODO: change to const when shake calculations are part of vehicles update
glm::vec3 m_owneroffset{};
private:
glm::dvec3 m_moverate;
glm::vec3 m_rotationoffsets; // requested changes to pitch, yaw and roll
};
struct viewport_proj_config {
glm::vec3 pa; // screen lower left corner
glm::vec3 pb; // screen lower right corner
glm::vec3 pc; // screen upper left corner
glm::vec3 pe; // eye position
};