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authorDavid Doan <daviddoan@Davids-MacBook-Pro-100.local>2023-12-08 16:21:23 -0500
committerDavid Doan <daviddoan@Davids-MacBook-Pro-100.local>2023-12-08 16:21:23 -0500
commit0388edf148a1441416d74a5683af05aadd18aad0 (patch)
treec92bf25186da78bb57912c70f7c7fbcfb42fefab /src
parent7fff3eb8df3eb102398aa238e19cc5c48365021f (diff)
camera stuff
Diffstat (limited to 'src')
-rw-r--r--src/camera/camera.cpp4
-rw-r--r--src/camera/camera.h4
-rw-r--r--src/vec4ops/vec4ops.cpp2
3 files changed, 5 insertions, 5 deletions
diff --git a/src/camera/camera.cpp b/src/camera/camera.cpp
index 4cc9e56..4c19663 100644
--- a/src/camera/camera.cpp
+++ b/src/camera/camera.cpp
@@ -26,11 +26,11 @@ glm::mat4 Camera::getInverseViewMatrix() const {
return m_inverseViewMatrix;
}
-glm::vec3 Camera::getTranslationVector() const {
+glm::vec4 Camera::getTranslationVector() const {
return m_translationVector;
}
-glm::vec3 Camera::getInverseTranslationVector() const {
+glm::vec4 Camera::getInverseTranslationVector() const {
return m_inverseTranslationVector;
}
diff --git a/src/camera/camera.h b/src/camera/camera.h
index 5059655..00a6733 100644
--- a/src/camera/camera.h
+++ b/src/camera/camera.h
@@ -16,8 +16,8 @@ public:
// You might also want to define another function that return the inverse of the view matrix.
glm::mat4 getViewMatrix() const;
glm::mat4 getInverseViewMatrix() const;
- glm::vec3 getTranslationVector() const;
- glm::vec3 getInverseTranslationVector() const;
+ glm::vec4 getTranslationVector() const;
+ glm::vec4 getInverseTranslationVector() const;
// Returns the aspect ratio of the camera.
float getAspectRatio() const;
diff --git a/src/vec4ops/vec4ops.cpp b/src/vec4ops/vec4ops.cpp
index 458bc1f..70c018b 100644
--- a/src/vec4ops/vec4ops.cpp
+++ b/src/vec4ops/vec4ops.cpp
@@ -39,7 +39,7 @@ glm::mat4 Vec4Ops::getViewMatrix4(
// rotation matrices for each plane
glm::mat4 rotMatrixXY = getRotationMatrix4XY(glm::radians(settings.xy));
- glm::mat4 rotMatrixXZ = getRotationMatrix4XZ(glm::radians(settings.xz));
+ glm::mat4 rotMatrixXZ = getRotationMatrix4ZX(glm::radians(settings.xz));
glm::mat4 rotMatrixYZ = getRotationMatrix4YZ(glm::radians(settings.yz));
glm::mat4 rotMatrixXW = getRotationMatrix4XW(glm::radians(settings.xw));
glm::mat4 rotMatrixYW = getRotationMatrix4YW(glm::radians(settings.yw));