charcoal/OpenGLEngine/Camera3D.cpp

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#include "Camera3D.h"
#include <glm/gtc/matrix_transform.hpp>
Camera3D::Camera3D(
float fov_y,
float aspect_ratio,
float znear,
float zfar,
const vec3& position,
const vec3& forward,
const vec3& up,
const vec3& right
)
: Camera(position, forward, up, right)
{
update_frustum(fov_y, aspect_ratio, znear, zfar);
}
void Camera3D::update_frustum(float fov_y, float aspect_ratio, float znear, float zfar)
{
m_projection_matrix = glm::perspective(fov_y, aspect_ratio, znear, zfar);
}
void Camera3D::translate(const vec3& translation)
{
m_position += translation;
Poseable::translate(-translation);
}