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Expose camera class properly, drop Camera_* entry points from Qt UI
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+16
-10
@@ -37,10 +37,13 @@ void Camera::ResetArcball()
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}
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// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball
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void Camera::RotateArcball(const Vec2f &from, const Vec2f &to)
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void Camera::RotateArcball(float ax, float ay, float bx, float by)
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{
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Vec3f a, b;
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Vec2f from(ax, ay);
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Vec2f to(bx, by);
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float az = from.x * from.x + from.y * from.y;
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float bz = to.x * to.x + to.y * to.y;
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@@ -84,7 +87,7 @@ void Camera::Update()
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if(!dirty)
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return;
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if(type == eType_FPSLook)
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if(type == CameraType::FPSLook)
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{
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Matrix4f p = Matrix4f::Translation(-pos);
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Matrix4f r = Matrix4f::RotationXYZ(-angles);
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@@ -108,22 +111,25 @@ const Matrix4f Camera::GetMatrix()
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return mat;
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}
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const Vec3f Camera::GetPosition()
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FloatVector Camera::GetPosition()
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{
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return pos;
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return FloatVector(pos.x, pos.y, pos.z, 1.0f);
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}
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const Vec3f Camera::GetForward()
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FloatVector Camera::GetForward()
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{
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return basis.GetForward();
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Vec3f fwd = basis.GetForward();
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return FloatVector(fwd.x, fwd.y, fwd.z, 1.0f);
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}
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const Vec3f Camera::GetRight()
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FloatVector Camera::GetRight()
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{
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return basis.GetRight();
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Vec3f right = basis.GetRight();
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return FloatVector(right.x, right.y, right.z, 1.0f);
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}
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const Vec3f Camera::GetUp()
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FloatVector Camera::GetUp()
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{
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return basis.GetUp();
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Vec3f up = basis.GetUp();
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return FloatVector(up.x, up.y, up.z, 1.0f);
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}
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