update_projection_matrix();
}
+void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
+{
+ rotate = r;
+ update_projection_matrix();
+}
+
void Camera::set_position(const Vector3 &p)
{
position = p;
void Camera::update_projection_matrix()
{
- float frustum_h = tan(fov/2.0f)*clip_near;
+ float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
float frustum_w = frustum_h*aspect;
float left = frustum_w*(frustum_x-1.0f);
float right = frustum_w*(frustum_x+1.0f);
proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
else
proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
+ proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
}
void Camera::update_object_matrix()