usually works. need to figure out what causes it to not to sometimes.

This commit is contained in:
yggdrasil75
2026-01-26 20:02:01 -05:00
parent ed6b625826
commit c3916d146a
10 changed files with 743 additions and 200 deletions

61
util/grid/camera.hpp Normal file
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#ifndef camera_hpp
#define camera_hpp
#include <unordered_map>
#include <fstream>
#include <cstring>
#include <memory>
#include <array>
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec3.hpp"
#include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp"
#include "../output/frame.hpp"
#include "../noise/pnoise2.hpp"
#include "../vecmat/mat4.hpp"
#include "../vecmat/mat3.hpp"
#include <vector>
#include <algorithm>
#include "../basicdefines.hpp"
#include <cfloat>
struct Camera {
Ray3f posfor;
Vec3f up;
float fov;
Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {}
void rotateYaw(float angle) {
float cosA = cos(angle);
float sinA = sin(angle);
Vec3f right = posfor.direction.cross(up).normalized();
posfor.direction = posfor.direction * cosA + right * sinA;
posfor.direction = posfor.direction.normalized();
}
void rotatePitch(float angle) {
float cosA = cos(angle);
float sinA = sin(angle);
Vec3f right = posfor.direction.cross(up).normalized();
posfor.direction = posfor.direction * cosA + up * sinA;
posfor.direction = posfor.direction.normalized();
up = right.cross(posfor.direction).normalized();
}
Vec3f forward() const {
return (posfor.direction - posfor.origin).normalized();
}
Vec3f right() const {
return forward().cross(up).normalized();
}
float fovRad() const {
return fov * (M_PI / 180);
}
};
#endif