Changing code to work with getCamera using pointers now.
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@ -161,10 +161,10 @@ glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, fl
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level->getCamera().getDistance(), 0.0f);
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glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level->getCamera()->getDistance(), 0.0f);
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// rotate vector
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// rotate vector
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glm::mat4 rotationMatrix =
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glm::mat4 rotationMatrix =
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glm::rotate<float>(level->getCamera().getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) *glm::rotate<float>(level->getCamera().getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f));
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glm::rotate<float>(level->getCamera()->getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) *glm::rotate<float>(level->getCamera()->getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f));
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cameraVector = rotationMatrix * cameraVector;
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cameraVector = rotationMatrix * cameraVector;
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//construct lookAt (cameraPosition = cameraCenter + cameraVector
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//construct lookAt (cameraPosition = cameraCenter + cameraVector
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return glm::lookAt(level->getCameraCenter()->getPosition() + glm::vec3(cameraVector), level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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return glm::lookAt(level->getCameraCenter()->getPosition() + glm::vec3(cameraVector), level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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