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authortylermurphy534 <tylermurphy534@gmail.com>2022-09-24 21:16:13 -0400
committertylermurphy534 <tylermurphy534@gmail.com>2022-09-24 21:16:13 -0400
commitf81d611f0e298baffad68d83f208e2306fe38739 (patch)
treef42732149fe2bfb7d28e26ed36067d24fb21b30c /engine/xe_camera.cpp
parentdelete old files (diff)
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remove Xe From engine class names
Diffstat (limited to 'engine/xe_camera.cpp')
-rw-r--r--engine/xe_camera.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/engine/xe_camera.cpp b/engine/xe_camera.cpp
index 2174a24..42b4def 100644
--- a/engine/xe_camera.cpp
+++ b/engine/xe_camera.cpp
@@ -5,7 +5,7 @@
namespace xe {
-void XeCamera::setOrthographicProjection(
+void Camera::setOrthographicProjection(
float left, float right, float top, float bottom, float near, float far) {
projectionMatrix = glm::mat4{1.0f};
projectionMatrix[0][0] = 2.f / (right - left);
@@ -16,7 +16,7 @@ void XeCamera::setOrthographicProjection(
projectionMatrix[3][2] = -near / (far - near);
}
-void XeCamera::setPerspectiveProjection(float fovy, float aspect, float near, float far) {
+void Camera::setPerspectiveProjection(float fovy, float aspect, float near, float far) {
assert(glm::abs(aspect - std::numeric_limits<float>::epsilon()) > 0.0f);
const float tanHalfFovy = tan(fovy / 2.f);
projectionMatrix = glm::mat4{0.0f};
@@ -27,7 +27,7 @@ void XeCamera::setPerspectiveProjection(float fovy, float aspect, float near, fl
projectionMatrix[3][2] = -(far * near) / (far - near);
}
-void XeCamera::setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up) {
+void Camera::setViewDirection(glm::vec3 position, glm::vec3 direction, glm::vec3 up) {
const glm::vec3 w{glm::normalize(direction)};
const glm::vec3 u{glm::normalize(glm::cross(w, up))};
const glm::vec3 v{glm::cross(w, u)};
@@ -47,11 +47,11 @@ void XeCamera::setViewDirection(glm::vec3 position, glm::vec3 direction, glm::ve
viewMatrix[3][2] = -glm::dot(w, position);
}
-void XeCamera::setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up) {
+void Camera::setViewTarget(glm::vec3 position, glm::vec3 target, glm::vec3 up) {
setViewDirection(position, target - position, up);
}
-void XeCamera::setViewYXZ(glm::vec3 position, glm::vec3 rotation) {
+void Camera::setViewYXZ(glm::vec3 position, glm::vec3 rotation) {
const float c3 = glm::cos(rotation.z);
const float s3 = glm::sin(rotation.z);
const float c2 = glm::cos(rotation.x);