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-rw-r--r--src/Core/Camera.cpp16
1 files changed, 6 insertions, 10 deletions
diff --git a/src/Core/Camera.cpp b/src/Core/Camera.cpp
index ea363b0..ecfb6df 100644
--- a/src/Core/Camera.cpp
+++ b/src/Core/Camera.cpp
@@ -28,27 +28,27 @@ namespace Donut
void Camera::RecalculateViewMatrix()
{
float pitch = glm::radians(m_Rotation.x);
- float yaw = glm::radians(m_Rotation.y);
- float roll = glm::radians(m_Rotation.z);
+ float yaw = glm::radians(m_Rotation.y);
+ float roll = glm::radians(m_Rotation.z);
glm::vec3 direction;
direction.x = cos(yaw) * cos(pitch);
direction.y = sin(pitch);
direction.z = sin(yaw) * cos(pitch);
- glm::vec3 front = glm::normalize(direction);
glm::vec3 worldUp(0.0f, 1.0f, 0.0f);
+ glm::vec3 front = glm::normalize(direction);
glm::vec3 right = glm::normalize(glm::cross(front, worldUp));
- glm::vec3 up = glm::normalize(glm::cross(right, front));
+ glm::vec3 up = glm::normalize(glm::cross(right, front));
- m_ViewMatrix = glm::lookAt(m_Position, m_Position + front, up);
+ m_ViewMatrix = glm::lookAt(m_Position, m_Position + front, up);
m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
}
glm::vec3 Camera::GetForwardDirection() const
{
float pitch = glm::radians(m_Rotation.x);
- float yaw = glm::radians(m_Rotation.y);
+ float yaw = glm::radians(m_Rotation.y);
glm::vec3 direction;
direction.x = cos(yaw) * cos(pitch);
@@ -69,10 +69,6 @@ namespace Donut
return glm::normalize(glm::cross(GetRightDirection(), GetForwardDirection()));
}
- void Camera::OnUpdate(float deltaTime)
- {
- }
-
void Camera::OnMouseMove(float xOffset, float yOffset, bool constrainPitch)
{
xOffset *= m_MouseSensitivity;