Better UI and some optimizations
This commit is contained in:
@@ -103,18 +103,18 @@ namespace Nuake
|
||||
for (auto& e : camView)
|
||||
{
|
||||
auto [transform, camera] = camView.get<TransformComponent, CameraComponent>(e);
|
||||
Matrix4 cameraTransform = camera.CameraInstance->GetTransformRotation();
|
||||
const Matrix4& cameraTransform = camera.CameraInstance->GetTransformRotation();
|
||||
|
||||
camera.CameraInstance->Translation = transform.GlobalTranslation;
|
||||
|
||||
auto globalRotation = transform.GetGlobalRotation();
|
||||
auto& translationMatrix = glm::translate(Matrix4(1.0f), transform.GetGlobalPosition());
|
||||
const Quat& globalRotation = transform.GetGlobalRotation();
|
||||
const Matrix4& translationMatrix = glm::translate(Matrix4(1.0f), transform.GetGlobalPosition());
|
||||
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
||||
Vector4 forward = Vector4(0, 0, -1, 1);
|
||||
const auto globalForward = rotationMatrix * forward;
|
||||
const Vector4& forward = Vector4(0, 0, -1, 1);
|
||||
const Vector4& globalForward = rotationMatrix * forward;
|
||||
|
||||
Vector4 right = Vector4(1, 0, 0, 1);
|
||||
const auto globalRight = rotationMatrix * right;
|
||||
const Vector4& right = Vector4(1, 0, 0, 1);
|
||||
const Vector4& globalRight = rotationMatrix * right;
|
||||
camera.CameraInstance->Direction = globalForward;
|
||||
camera.CameraInstance->Right = globalRight;
|
||||
; camera.CameraInstance->SetTransform(glm::inverse(translationMatrix * rotationMatrix));
|
||||
|
||||
Reference in New Issue
Block a user