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path: root/source/Camera.cpp
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#include "Camera.hpp"

#include "AppConfig.hpp"

#include <glm/gtc/matrix_transform.hpp>

Camera::Camera()
	: pos(10.0f, 10.0f, 5.0f)
	, lookAt(0.0, 0.0f, 0.0f)
	, perspective{ false } {
}

void Camera::Move(glm::vec3 pos) {
	auto lookVector = this->lookAt - /*Old pos*/ this->pos;
	this->pos = pos;
	this->lookAt = pos + lookVector;
}

void Camera::LookAtAngle(glm::vec3 lookVector) {
	this->lookAt = this->pos + lookVector;
}

void Camera::LookAtPos(glm::vec3 pos) {
	this->lookAt = pos;
}

void Camera::SetHasPerspective(bool perspective) {
	this->perspective = perspective;
}

glm::mat4 Camera::CalcViewMatrix() const {
	return glm::lookAt(pos, lookAt, glm::vec3(0, 1, 0));
}

glm::mat4 Camera::CalcProjectionMatrix() const {
	if (perspective) {
		return glm::perspective(90.0f, AppConfig::mainWindowAspectRatio, 0.1f, 1000.0f);
	} else {
		return glm::ortho(
			pos.x - AppConfig::mainWidnowWidth / 2,
			pos.x + AppConfig::mainWidnowWidth / 2,
			pos.y - AppConfig::mainWindowHeight / 2,
			pos.y + AppConfig::mainWindowHeight / 2);
	}
}