add ve name
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@@ -21,17 +21,17 @@ namespace sandbox
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struct camera
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{
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// Начальное положение камеры
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mt::vec3 m_pos = mt::vec3{ 0.0f, 0.0f, 3.0f };
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mt::vec3 m_front = mt::vec3{ 0.0f, 0.0f, -1.0f };
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mt::vec3 m_up = mt::vec3{ 0.0f, 1.0f, 0.0f };
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glm::vec3 m_pos = glm::vec3{ 0.0f, 0.0f, 3.0f };
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glm::vec3 m_front = glm::vec3{ 0.0f, 0.0f, -1.0f };
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glm::vec3 m_up = glm::vec3{ 0.0f, 1.0f, 0.0f };
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float m_speed = 0.05f;
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glm::mat4 m_view, m_projection;
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void up() { m_pos += m_speed * m_front; }
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void down() { m_pos -= m_speed * m_front; }
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void left() { m_pos -= mt::normalize(mt::cross(m_front, m_up)) * m_speed; }
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void right() { m_pos += mt::normalize(mt::cross(m_front, m_up)) * m_speed; }
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void left() { m_pos -= glm::normalize(glm::cross(m_front, m_up)) * m_speed; }
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void right() { m_pos += glm::normalize(glm::cross(m_front, m_up)) * m_speed; }
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template<typename T>
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void update(const T& obj)
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@@ -41,7 +41,7 @@ namespace sandbox
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static_cast<float>(VE::application::get()->get_glfw()->width()) / VE::application::get()->get_glfw()->height(),
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0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(obj.get_id(), "view"), 1, GL_FALSE, mt::value_ptr(m_view));
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glUniformMatrix4fv(glGetUniformLocation(obj.get_id(), "view"), 1, GL_FALSE, glm::value_ptr(m_view));
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glUniformMatrix4fv(glGetUniformLocation(obj.get_id(), "projection"), 1, GL_FALSE, glm::value_ptr(m_projection));
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}
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@@ -75,11 +75,11 @@ namespace sandbox
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if (m_pitch > 89.0f) m_pitch = 89.0f;
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if (m_pitch < -89.0f) m_pitch = -89.0f;
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mt::vec3 front;
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front.x = std::cos(mt::radians(m_yaw)) * std::cos(mt::radians(m_pitch));
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front.y = std::sin(mt::radians(m_pitch));
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front.z = std::sin(mt::radians(m_yaw)) * std::cos(mt::radians(m_pitch));
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m_front = mt::normalize(front);
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glm::vec3 front;
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front.x = std::cos(glm::radians(m_yaw)) * std::cos(glm::radians(m_pitch));
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front.y = std::sin(glm::radians(m_pitch));
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front.z = std::sin(glm::radians(m_yaw)) * std::cos(glm::radians(m_pitch));
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m_front = glm::normalize(front);
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}
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};
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