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feat(ui): add CSimpleCamera::SetGxProjectionAndView
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@ -1,4 +1,5 @@
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#include "ui/simple/CSimpleCamera.hpp"
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#include "gx/Transform.hpp"
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#include "model/Model2.hpp"
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#include <tempest/Math.hpp>
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@ -107,6 +108,25 @@ void CSimpleCamera::SetNearZ(float nearZ) {
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this->m_nearZ = nearZ;
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}
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void CSimpleCamera::SetGxProjectionAndView(const CRect& projRect) {
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// Projection
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this->m_aspect = (projRect.maxX - projRect.minX) / (projRect.maxY - projRect.minY);
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C44Matrix projMat;
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GxuXformCreateProjection_Exact(this->m_fov * 0.6f, this->m_aspect, this->m_nearZ, this->m_farZ, projMat);
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GxXformSetProjection(projMat);
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// View
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C3Vector eye;
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C44Matrix viewMat;
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GxuXformCreateLookAtSgCompat(eye, this->Forward(), this->Up(), viewMat);
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GxXformSetView(viewMat);
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}
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C3Vector CSimpleCamera::Up() const {
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return { this->m_facing.c0, this->m_facing.c1, this->m_facing.c2 };
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}
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@ -2,6 +2,7 @@
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#define UI_SIMPLE_C_SIMPLE_CAMERA_HPP
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#include <tempest/Matrix.hpp>
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#include <tempest/Rect.hpp>
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#include <tempest/Vector.hpp>
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class CM2Scene;
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@ -22,6 +23,7 @@ class CSimpleCamera {
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void SetFacing(float yaw, float pitch, float roll);
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void SetFarZ(float farZ);
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void SetFieldOfView(float fov);
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void SetGxProjectionAndView(const CRect& projRect);
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void SetNearZ(float nearZ);
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protected:
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