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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 bad2919..06866e4 100644
--- a/src/core/camera.cpp
+++ b/src/core/camera.cpp
@@ -28,27 +28,27 @@ namespace Donut
void Camera::recalculate_view_matrix()
{
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 world_up(0.0f, 1.0f, 0.0f);
+ glm::vec3 front = glm::normalize(direction);
glm::vec3 right = glm::normalize(glm::cross(front, world_up));
- glm::vec3 up = glm::normalize(glm::cross(right, front));
+ glm::vec3 up = glm::normalize(glm::cross(right, front));
- m_view_matrix = glm::lookAt(m_position, m_position + front, up);
+ m_view_matrix = glm::lookAt(m_position, m_position + front, up);
m_view_projection_matrix = m_projection_matrix * m_view_matrix;
}
glm::vec3 Camera::get_forward_direction() 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(get_right_direction(), get_forward_direction()));
}
- void Camera::on_update(float delta_time)
- {
- }
-
void Camera::on_mouse_move(float x_offset, float y_offset, bool constrain_pitch)
{
x_offset *= m_mouse_sensitivity;