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No commits in common. "7d491570e486900cb8fbf752f4e4b58ca3fea74e" and "86084516cdf47b46f2b5a3a048e66ea25ebce485" have entirely different histories.

3 changed files with 4 additions and 67 deletions

@ -1 +1 @@
Subproject commit dc8f10e407daa8bdf7e90d9438b55d5883780825
Subproject commit a7733b6a8c2d52f081fbd74ca40d7ca8f94e1209

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@ -1,59 +1,7 @@
#include "ui/simple/CSimpleCamera.hpp"
#include "model/Model2.hpp"
#include <tempest/Math.hpp>
namespace {
void FaceDirection(const C3Vector& direction, C3Vector& xPrime, C3Vector& yPrime, C3Vector& zPrime) {
STORM_ASSERT(CMath::fnotequal(direction.SquaredMag(), 0.0f));
// Forward
xPrime = direction;
// Right
if (CMath::fequal(xPrime.SquaredMag(), 0.0f)) {
yPrime.x = 1.0f;
yPrime.y = 0.0f;
yPrime.z = 0.0f;
} else {
yPrime.x = -xPrime.y;
yPrime.y = xPrime.x;
yPrime.z = 0.0f;
CMath::normalize(yPrime.x, yPrime.y);
}
// Up (Forward cross Right)
zPrime = C3Vector::Cross(xPrime, yPrime);
}
void BuildBillboardMatrix(const C3Vector& direction, C33Matrix& rotation) {
C3Vector xPrime = {};
C3Vector yPrime = {};
C3Vector zPrime = {};
FaceDirection(direction, xPrime, yPrime, zPrime);
// Forward
rotation.a0 = xPrime.x;
rotation.a1 = xPrime.y;
rotation.a2 = xPrime.z;
// Right
rotation.b0 = yPrime.x;
rotation.b1 = yPrime.y;
rotation.b2 = yPrime.z;
// Up
rotation.c0 = zPrime.x;
rotation.c1 = zPrime.y;
rotation.c2 = zPrime.z;
}
}
CSimpleCamera::CSimpleCamera(float nearZ, float farZ, float fov) {
this->m_scene = nullptr;
this->float10 = 0.0f;
this->m_nearZ = nearZ;
this->m_farZ = farZ;
@ -71,20 +19,12 @@ C3Vector CSimpleCamera::Forward() const {
return { this->m_facing.a0, this->m_facing.a1, this->m_facing.a2 };
}
CM2Scene* CSimpleCamera::GetScene() {
if (!this->m_scene) {
this->m_scene = M2CreateScene();
}
return this->m_scene;
}
C3Vector CSimpleCamera::Right() const {
return { this->m_facing.b0, this->m_facing.b1, this->m_facing.b2 };
}
void CSimpleCamera::SetFacing(const C3Vector& forward) {
BuildBillboardMatrix(forward, this->m_facing);
// TODO
}
void CSimpleCamera::SetFacing(const C3Vector& forward, const C3Vector& up) {

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@ -4,8 +4,6 @@
#include <tempest/Matrix.hpp>
#include <tempest/Vector.hpp>
class CM2Scene;
class CSimpleCamera {
public:
// Virtual public member functions
@ -16,7 +14,6 @@ class CSimpleCamera {
// Public member functions
CSimpleCamera(float nearZ, float farZ, float fov);
CM2Scene* GetScene();
void SetFacing(const C3Vector& forward);
void SetFacing(const C3Vector& forward, const C3Vector& up);
void SetFacing(float yaw, float pitch, float roll);
@ -26,8 +23,8 @@ class CSimpleCamera {
protected:
// Protected member variables
CM2Scene* m_scene;
C3Vector m_position;
float float10;
C33Matrix m_facing;
float m_nearZ;
float m_farZ;