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#include <stdexcept>
#include "camera.h"
#include "vec4ops/vec4ops.h"
#include "settings.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> // Include this header for glm::rotate
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.look, cameraData.up, cameraData.over);
// add settings.xy rotation
m_viewMatrix = glm::rotate(m_viewMatrix, glm::radians(settings.xy), glm::vec3(0.f, 1.f, 0.f));
m_viewMatrix = glm::rotate(m_viewMatrix, glm::radians(settings.yz), glm::vec3(1.f, 0.f, 0.f));
m_viewMatrix = glm::rotate(m_viewMatrix, glm::radians(settings.xz), glm::vec3(0.f, 0.f, 1.f));
m_translationVector = -cameraData.pos;
m_inverseViewMatrix = glm::inverse(m_viewMatrix);
m_inverseTranslationVector = -m_translationVector;
m_controlPoints = {
{cameraData.pos[0], cameraData.pos[1], cameraData.pos[2]},
{cameraData.pos[0], cameraData.pos[1] - 2.f, cameraData.pos[2] - 2.f},
{cameraData.pos[0] + 2.f, cameraData.pos[1] + 2.f, cameraData.pos[2] -2.f},
{cameraData.pos[0] + 2.f, cameraData.pos[1], cameraData.pos[2]}
};
}
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::getPos() const {
// Optional TODO: implement the getter or make your own design
return m_pos;
}
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;
}
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