Пример #1
0
	void Camera::lookAt(const vector3f &refPos, const vector3f &upVector)
	{
		front = refPos.normalized();
		up = upVector.normalized();
		vector3f s = cross(front, up);
		vector3f u = cross(s, front);
		view = matrix4f(
						s.x, u.x, -front.x, 0,
						s.y, u.y, -front.y, 0,
						s.z, u.z, -front.z, 0,
						0, 0, 0, 1
						);
	}
Пример #2
0
matrix4x4 matrix4x4::rotation_around_axis(vector3f const& axis, float const radians)
{
	vector3f axis_normalized{axis.normalized()};

	float const cos_value{std::cos(radians)};
	float const sin_value{std::sin(radians)};

	return matrix4x4{
		axis_normalized.x * axis_normalized.x * (1.0f - cos_value) + cos_value,
		axis_normalized.x * axis_normalized.y * (1.0f - cos_value) + axis_normalized.z * sin_value,
		axis_normalized.x * axis_normalized.z * (1.0f - cos_value) - axis_normalized.y * sin_value,
		0.0f,

		axis_normalized.x * axis_normalized.y * (1.0f - cos_value) - axis_normalized.z * sin_value,
		axis_normalized.y * axis_normalized.y * (1.0f - cos_value) + cos_value,
		axis_normalized.y * axis_normalized.z * (1.0f - cos_value) + axis_normalized.x * sin_value,
		0.0f,

		axis_normalized.x * axis_normalized.z * (1.0f - cos_value) + axis_normalized.y * sin_value,
		axis_normalized.y * axis_normalized.z * (1.0f - cos_value) - axis_normalized.x * sin_value,
		axis_normalized.z * axis_normalized.z * (1.0f - cos_value) + cos_value,
		0.0f,

		0.0f,
		0.0f,
		0.0f,
		1.0f};
}
Пример #3
0
camera::camera(
	vector3f const& position,
	vector3f const& forward,
	vector3f const& fake_up,
	float const horizontal_fov,
	float const aspect_ratio,
	float const near_plane_z,
	float const far_plane_z)
	: m_position{position},
	  m_forward{forward.normalized()},
	  m_horizontal_fov{horizontal_fov},
	  m_vertical_fov{horizontal_fov * aspect_ratio},
	  m_aspect_ratio{aspect_ratio},
	  m_near_plane_z{near_plane_z},
	  m_far_plane_z{far_plane_z}
{
	establish_coordinate_system(fake_up.normalized());
}