| 58 | } |
| 59 | |
| 60 | RenderViewCamera::RenderViewCamera(CAMERA_INFO* cam, float roll, float fov, float n, float f, int w, int h) |
| 61 | { |
| 62 | RoomNumber = cam->pos.RoomNumber; |
| 63 | WorldPosition = Vector3(cam->pos.x, cam->pos.y, cam->pos.z); |
| 64 | |
| 65 | auto target = Vector3(cam->target.x, cam->target.y, cam->target.z); |
| 66 | |
| 67 | // Safety clamps to avoid NaNs in view direction calculation. |
| 68 | auto rawDirection = target - WorldPosition; |
| 69 | |
| 70 | if (rawDirection == Vector3::Zero) |
| 71 | target.y -= 10; |
| 72 | |
| 73 | if (std::abs(rawDirection.x) < EPSILON && std::abs(rawDirection.z) < EPSILON) |
| 74 | target.x -= 1; |
| 75 | |
| 76 | WorldDirection = target - WorldPosition; |
| 77 | WorldDirection.Normalize(); |
| 78 | |
| 79 | Vector3 up = -Vector3::UnitY; |
| 80 | Matrix upRotation = Matrix::CreateFromAxisAngle(WorldDirection, roll); |
| 81 | up = Vector3::Transform(up, upRotation); |
| 82 | up.Normalize(); |
| 83 | |
| 84 | View = Matrix::CreateLookAt(WorldPosition, target, up); |
| 85 | Projection = Matrix::CreatePerspectiveFieldOfView(fov, w / (float)h, n, f); |
| 86 | ViewProjection = View * Projection; |
| 87 | ViewSize = { (float)w, (float)h }; |
| 88 | InvViewSize = { 1.0f / w, 1.0f / h }; |
| 89 | Frustum.Update(View, Projection); |
| 90 | NearPlane = n; |
| 91 | FarPlane = f; |
| 92 | FOV = fov; |
| 93 | } |
| 94 | |
| 95 | RenderViewCamera::RenderViewCamera(const Vector3& pos, const Vector3& dir, const Vector3& up, int room, int width, int height, float fov, float n, float f) |
| 96 | { |