the camera rotates with the thing yo wt
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@@ -36,17 +36,16 @@ Camera::Camera(int w, int h)
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void Camera::update()
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{
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// roll can be removed
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glm::mat4 matRoll = glm::mat4(1.0f); //identity matrix
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glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
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glm::mat4 matYaw = glm::mat4(1.0f); //identity matrix
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glm::mat4 matRoll = glm::mat4(1.0f);
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glm::mat4 matPitch = glm::mat4(1.0f);
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glm::mat4 matYaw = glm::mat4(1.0f);
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// roll, pitch and yaw
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matRoll = glm::rotate(matRoll, Roll, glm::vec3(0.0f, 0.0f, 1.0f));
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matPitch = glm::rotate(matPitch, Pitch, glm::vec3(1.0f, 0.0f, 0.0f));
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matYaw = glm::rotate(matYaw, Yaw, glm::vec3( 0.0f, 1.0f, 0.0f));
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glm::mat4 rotate = matRoll * matPitch * matYaw;
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mCameraLook = rotate;
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glm::mat4 translate = glm::mat4(1.0f);
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translate = glm::translate(translate, -Position);
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@@ -84,6 +83,11 @@ glm::mat4 Camera::getProjectionMatrix()
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return mProjMatrix;
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}
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glm::mat4 Camera::getCameraLook()
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{
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return mCameraLook;
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}
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void Camera::setRasterViewport(glm::vec2 viewport)
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{
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mViewport = viewport;
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