feat(ui): add CSimpleCamera
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This commit is contained in:
fallenoak 2026-02-15 12:42:14 -06:00
parent 71a31e19bd
commit 86084516cd
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3 changed files with 88 additions and 1 deletions

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Subproject commit 1c9e7831c874068e7c939a7dea8790eef6513d78 Subproject commit a7733b6a8c2d52f081fbd74ca40d7ca8f94e1209

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#include "ui/simple/CSimpleCamera.hpp"
CSimpleCamera::CSimpleCamera(float nearZ, float farZ, float fov) {
this->float10 = 0.0f;
this->m_nearZ = nearZ;
this->m_farZ = farZ;
this->m_fov = fov;
this->m_aspect = 1.0f;
this->SetFacing(0.0f, 0.0f, 0.0f);
}
float CSimpleCamera::FOV() {
return this->m_fov;
}
C3Vector CSimpleCamera::Forward() const {
return { this->m_facing.a0, this->m_facing.a1, this->m_facing.a2 };
}
C3Vector CSimpleCamera::Right() const {
return { this->m_facing.b0, this->m_facing.b1, this->m_facing.b2 };
}
void CSimpleCamera::SetFacing(const C3Vector& forward) {
// TODO
}
void CSimpleCamera::SetFacing(const C3Vector& forward, const C3Vector& up) {
// TODO
}
void CSimpleCamera::SetFacing(float yaw, float pitch, float roll) {
this->m_facing.FromEulerAnglesZYX(yaw, pitch, roll);
}
void CSimpleCamera::SetFarZ(float farZ) {
this->m_farZ = farZ;
}
void CSimpleCamera::SetFieldOfView(float fov) {
this->m_fov = fov;
}
void CSimpleCamera::SetNearZ(float nearZ) {
this->m_nearZ = nearZ;
}
C3Vector CSimpleCamera::Up() const {
return { this->m_facing.c0, this->m_facing.c1, this->m_facing.c2 };
}

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#ifndef UI_SIMPLE_C_SIMPLE_CAMERA_HPP
#define UI_SIMPLE_C_SIMPLE_CAMERA_HPP
#include <tempest/Matrix.hpp>
#include <tempest/Vector.hpp>
class CSimpleCamera {
public:
// Virtual public member functions
virtual float FOV();
virtual C3Vector Forward() const;
virtual C3Vector Right() const;
virtual C3Vector Up() const;
// Public member functions
CSimpleCamera(float nearZ, float farZ, float fov);
void SetFacing(const C3Vector& forward);
void SetFacing(const C3Vector& forward, const C3Vector& up);
void SetFacing(float yaw, float pitch, float roll);
void SetFarZ(float farZ);
void SetFieldOfView(float fov);
void SetNearZ(float nearZ);
protected:
// Protected member variables
C3Vector m_position;
float float10;
C33Matrix m_facing;
float m_nearZ;
float m_farZ;
float m_fov;
float m_aspect;
};
#endif