| 68 | } |
| 69 | |
| 70 | void Camera::SetLookAt(const Float3 &eye, const Float3 &lookAt, const Float3 &up) |
| 71 | { |
| 72 | view = Float4x4(XMMatrixLookAtLH(eye.ToSIMD(), lookAt.ToSIMD(), up.ToSIMD())); |
| 73 | world = Float4x4::Invert(view); |
| 74 | position = eye; |
| 75 | orientation = Quaternion(XMQuaternionRotationMatrix(world.ToSIMD())); |
| 76 | |
| 77 | WorldMatrixChanged(); |
| 78 | } |
| 79 | |
| 80 | void Camera::SetWorldMatrix(const Float4x4& newWorld) |
| 81 | { |
no test coverage detected