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#include <stdexcept>
#include "camera.h"
#include "vec4ops/vec4ops.h"

Camera::Camera(SceneCameraData cameraData) :
    m_pos(cameraData.pos),
    m_heightAngle(cameraData.heightAngle),
    m_focalLength(cameraData.focalLength),
    m_aperture(cameraData.aperture)
{
    m_viewMatrix = Vec4Ops::getViewMatrix4(cameraData.pos, glm::vec4(0.f), cameraData.up, cameraData.look);
    m_translationVector = glm::vec4{-cameraData.pos.x, -cameraData.pos.y, -cameraData.pos.z, -cameraData.pos.w};

    m_inverseViewMatrix = glm::inverse(m_viewMatrix);
    m_inverseTranslationVector = -m_translationVector;
}


glm::mat4 Camera::getViewMatrix() const {
    // Optional TODO: implement the getter or make your own design
    return m_viewMatrix;
}

glm::mat4 Camera::getInverseViewMatrix() const {
    // Optional TODO: implement the getter or make your own design
    return m_inverseViewMatrix;
}

glm::vec4 Camera::getTranslationVector() const {
    return m_translationVector;
}

glm::vec4 Camera::getInverseTranslationVector() const {
    return m_inverseTranslationVector;
}

float Camera::getAspectRatio() const {
    // Optional TODO: implement the getter or make your own design
    throw std::runtime_error("not implemented");
}

float Camera::getHeightAngle() const {
    // Optional TODO: implement the getter or make your own design
    return m_heightAngle;
}

float Camera::getFocalLength() const {
    // Optional TODO: implement the getter or make your own design
    return m_focalLength;
}

float Camera::getAperture() const {
    // Optional TODO: implement the getter or make your own design
    return m_aperture;
}

glm::vec3 Camera::getPos() const {
    return m_pos;
}