📄 rendercamera.cpp
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// --------------------------------------------------------------------------
// Dingus project - a collection of subsystems for game/graphics applications
// --------------------------------------------------------------------------
#include "stdafx.h"
#include "RenderCamera.h"
using namespace dingus;
CRenderCamera::CRenderCamera()
: mEye(0,0,0,1)
{
mCameraMatrix.identify();
mProjectionMatrix.identify();
mCameraRotMatrix.identify();
mViewMatrix.identify();
mViewMatrix.identify();
}
void CRenderCamera::setCameraMatrix( SMatrix4x4 const& matrix )
{
mCameraMatrix = matrix;
mCameraRotMatrix = matrix;
mCameraRotMatrix.getOrigin().set(0,0,0);
D3DXMatrixInverse( &mViewMatrix, NULL, &mCameraMatrix );
mEye = SVector4( matrix._41, matrix._42, matrix._43, 1.0f );
mViewProjMatrix = mViewMatrix * mProjectionMatrix;
}
void CRenderCamera::setProjectionMatrix( SMatrix4x4 const& matrix )
{
mProjectionMatrix = matrix;
mViewProjMatrix = mViewMatrix * mProjectionMatrix;
}
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