From f66865c0ece1fd3308ba3369a53eed664a2c3868 Mon Sep 17 00:00:00 2001 From: Antoine Pilote Date: Sun, 9 Jul 2023 23:44:50 -0400 Subject: [PATCH] Fixed wrong camera rotation when global rotation is set --- Nuake/src/Core/Maths.cpp | 7 +------ Nuake/src/Core/Maths.h | 2 +- Nuake/src/Scene/Scene.cpp | 2 +- 3 files changed, 3 insertions(+), 8 deletions(-) diff --git a/Nuake/src/Core/Maths.cpp b/Nuake/src/Core/Maths.cpp index 966018fc..22a9df50 100644 --- a/Nuake/src/Core/Maths.cpp +++ b/Nuake/src/Core/Maths.cpp @@ -4,10 +4,5 @@ using namespace Nuake; Quat Nuake::QuatFromEuler(float x, float y, float z) { - // Taken from: https://gamedev.stackexchange.com/questions/13436/glm-euler-angles-to-quaternion - Quat QuatAroundX = glm::angleAxis(glm::radians(x), Vector3(1.0, 0.0, 0.0)); - Quat QuatAroundY = glm::angleAxis(glm::radians(y), Vector3(0.0, 1.0, 0.0)); - Quat QuatAroundZ = glm::angleAxis(glm::radians(z), Vector3(0.0, 0.0, 1.0)); - - return QuatAroundZ * QuatAroundX * QuatAroundY; + return Quat(Vector3(Rad(z), Rad(y), Rad(x))); } diff --git a/Nuake/src/Core/Maths.h b/Nuake/src/Core/Maths.h index 140ae529..448633cf 100644 --- a/Nuake/src/Core/Maths.h +++ b/Nuake/src/Core/Maths.h @@ -17,6 +17,6 @@ namespace Nuake using Color = glm::vec4; using Matrix4 = glm::mat4; using Matrix3 = glm::mat3; - +#define Rad(degrees) glm::radians(degrees) Quat QuatFromEuler(float x, float y, float z); } diff --git a/Nuake/src/Scene/Scene.cpp b/Nuake/src/Scene/Scene.cpp index 21d1062b..05c60bfe 100644 --- a/Nuake/src/Scene/Scene.cpp +++ b/Nuake/src/Scene/Scene.cpp @@ -142,7 +142,7 @@ namespace Nuake { auto [transform, camera, parent] = view.get(e); cam = camera.CameraInstance; cam->Translation = transform.GetGlobalPosition(); - cam->SetDirection(Vector3(Vector4(0, 0, -1, 0) * transform.GetGlobalTransform())); + cam->SetDirection(glm::rotate(glm::inverse(transform.GetGlobalRotation()), glm::vec3(1.0, 0.0, 0.0))); camTransform = transform.GetGlobalTransform(); break;