Added camera turning
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parent
c23da81f68
commit
736d7b652b
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@ -1,16 +1,16 @@
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[Window][MainStatusBar]
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Pos=0,1389
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Size=2547,20
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Pos=0,1060
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Size=1920,20
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Collapsed=0
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[Window][SHEditorMenuBar]
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Pos=0,48
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Size=2547,1341
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Size=1920,1012
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Collapsed=0
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[Window][Hierarchy Panel]
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Pos=0,172
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Size=571,1217
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Pos=0,142
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Size=571,918
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Collapsed=0
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DockId=0x00000004,0
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@ -20,25 +20,25 @@ Size=400,400
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Collapsed=0
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[Window][Inspector]
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Pos=2276,48
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Size=271,1341
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Pos=1649,48
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Size=271,1012
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Collapsed=0
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DockId=0x00000006,0
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[Window][Profiler]
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Pos=0,48
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Size=571,122
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Size=571,92
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Collapsed=0
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DockId=0x00000003,0
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[Window][Viewport]
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Pos=573,48
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Size=1701,1341
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Size=1074,1012
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Collapsed=0
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DockId=0x00000002,0
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[Docking][Data]
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DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=2547,1341 Split=X
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DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Split=X
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DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1992,1036 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=571,1036 Split=Y Selected=0x1E6EB881
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,94 Selected=0x1E6EB881
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@ -7,7 +7,7 @@ namespace SHADE
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{
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SHCameraComponent::SHCameraComponent()
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:yaw(0.0f), pitch(0.0f), roll(0.0f)
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(1.0f)
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
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, perspProj(true), dirtyView(true), dirtyProj(true)
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, viewMatrix(), projMatrix()
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, position()
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@ -2,6 +2,7 @@
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#include "SHCameraSystem.h"
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#include "Math/SHMathHelpers.h"
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#include "Input/SHInputManager.h"
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#include "Math/Vector/SHVec2.h"
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@ -12,25 +13,8 @@ namespace SHADE
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{
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SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
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auto& camera = system->editorCamera;
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SHVec3 target{ 0.0f,0.0f,-1.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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target += camera.position;
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////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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//target = SHVec3::Normalise(target);
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SHVec3::RotateZ(up, camera.roll);
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up = SHVec3::Normalise(up);
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SHVec3 view = target - camera.position; view = SHVec3::Normalise(view);
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SHVec3 right = SHVec3::Cross(view, up); right = SHVec3::Normalise(right);
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const SHVec3 UP = SHVec3::Cross(view, right);
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SHVec3 view, right, UP;
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system->GetCameraAxis(camera, view, right, UP);
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::A))
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{
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@ -62,6 +46,18 @@ namespace SHADE
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system->editorCamera.position -= UP * dt * camera.movementSpeed;
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system->editorCamera.dirtyView = true;
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::RMB))
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{
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double mouseX, mouseY;
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SHInputManager::GetMouseVelocity(&mouseX,&mouseY);
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//std::cout << camera.yaw << std::endl;
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system->editorCamera.pitch -= mouseY * dt * camera.turnSpeed.x;
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system->editorCamera.yaw -= mouseX * dt * camera.turnSpeed.y;
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system->editorCamera.dirtyView = true;
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}
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system->UpdateCameraComponent(system->editorCamera);
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}
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@ -89,24 +85,9 @@ namespace SHADE
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{
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if (camera.dirtyView)
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{
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SHVec3 target{ 0.0f,0.0f,-1.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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target += camera.position;
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////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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//target = SHVec3::Normalise(target);
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SHVec3::RotateZ(up, camera.roll);
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up = SHVec3::Normalise(up);
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SHVec3 view = target - camera.position; view = SHVec3::Normalise(view);
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SHVec3 right = SHVec3::Cross(view, up); right = SHVec3::Normalise(right);
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const SHVec3 UP = SHVec3::Cross(view, right);
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SHVec3 view, right, UP;
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GetCameraAxis(camera, view, right, UP);
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camera.viewMatrix = SHMatrix::Identity;
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camera.viewMatrix(0, 0) = right[0];
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@ -142,38 +123,51 @@ namespace SHADE
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camera.projMatrix(3, 2) = 1.0f;
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camera.projMatrix(2, 3) = -(camera.zFar * camera.zNear) / (camera.zFar - camera.zNear);
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//const float fov_rad = SHMath::DegreesToRadians(camera.fov);
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//const float focal_length = 1.0f / tan(fov_rad * 0.5f);
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//camera.projMatrix(0,0) = focal_length / camera.GetAspectRatio();
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//camera.projMatrix(1,1) = -focal_length;
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//camera.projMatrix(2,2) = camera.zNear / (camera.zFar - camera.zNear);
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//camera.projMatrix(2,3) = camera.zFar * (camera.zNear / (camera.zFar - camera.zNear));
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//camera.projMatrix(3,2) = -1.0f;
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//camera.projMatrix(3,3) = 0.0f;
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//camera.projMatrix = SHMatrix::Inverse(camera.projMatrix);
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camera.dirtyProj = false;
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}
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else
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{
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const float R = camera.width * 0.5f;
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const float L = -R;
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const float T = camera.height * 0.5f;
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const float B = -T;
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//const float R = camera.width * 0.5f;
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//const float L = -R;
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//const float T = camera.height * 0.5f;
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//const float B = -T;
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camera.projMatrix = SHMatrix::Identity;
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camera.projMatrix(0, 0) = 2.0f / (R - L);
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camera.projMatrix(1, 1) = 2.0f / (B - T);
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camera.projMatrix(2, 2) = 1.0f / (camera.zFar - camera.zNear);
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camera.projMatrix(3, 0) = -(R + L) / (R - L);
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camera.projMatrix(3, 1) = -(B + T) / (B - T);
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camera.projMatrix(3, 2) = -camera.zNear / (camera.zFar - camera.zNear);
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//camera.projMatrix = SHMatrix::Identity;
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//camera.projMatrix(0, 0) = 2.0f / (R - L);
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//camera.projMatrix(1, 1) = 2.0f / (B - T);
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//camera.projMatrix(2, 2) = 1.0f / (camera.zFar - camera.zNear);
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//camera.projMatrix(3, 0) = -(R + L) / (R - L);
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//camera.projMatrix(3, 1) = -(B + T) / (B - T);
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//camera.projMatrix(3, 2) = -camera.zNear / (camera.zFar - camera.zNear);
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camera.dirtyProj = false;
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}
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}
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}
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void SHCameraSystem::GetCameraAxis(SHCameraComponent const& camera, SHVec3& forward, SHVec3& right, SHVec3& upVec) const noexcept
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{
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SHVec3 target{ 0.0f,0.0f,-1.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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target =SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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std::cout << "Target vec: " << target.x<<", "<<target.y<<", "<<target.z << std::endl;
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target += camera.position;
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////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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//target = SHVec3::Normalise(target);
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SHVec3::RotateZ(up, camera.roll);
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up = SHVec3::Normalise(up);
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forward = target - camera.position; forward = SHVec3::Normalise(forward);
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right = SHVec3::Cross(forward, up); right = SHVec3::Normalise(right);
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upVec = SHVec3::Cross(forward, right);
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}
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}
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@ -40,6 +40,8 @@ namespace SHADE
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void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
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void GetCameraAxis(SHCameraComponent const& camera, SHVec3& forward, SHVec3& right, SHVec3& up) const noexcept;
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};
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