using glm::perspective;
using glm::inverse;
-#define VIEW_PITCH_MAX 10.3f
-#define VIEW_PITCH_MIN -10.9f
+#define VIEW_PITCH_MAX 0.6f
+#define VIEW_PITCH_MIN -1.2f
#define WORLD_UP vec3(0.f, 1.f, 0.f)
projection(perspective(yFov* (float)M_D2R, xyRatio, zNear, zFar)),
pitch(0.f),
yaw(0.f),
- dist(2.f), //DIST
+ dist(2.5f), //DIST
cPosition(0.f),
- tan_alphaY(tan(_yFov * (float)M_D2R * .5f)),
+ tan_alphaY(tan(_yFov * (float)M_D2R * .51f)),
Icos_alphaX(1.f/cos(atan(tan_alphaY*_xyRatio))),
- Icos_alphaY(1.f/cos(_yFov * (float)M_D2R * .5f))
+ Icos_alphaY(1.f/cos(_yFov * (float)M_D2R * .51f))
{
updateVectors();
}
zNear = _zNear;
zFar = _zFar;
- tan_alphaY = tan(yFov * (float)M_D2R * .5f);
+ tan_alphaY = tan(yFov * (float)M_D2R * .51f);
Icos_alphaX = 1.f / cos(atan(tan_alphaY*xyRatio));
- Icos_alphaY = 1.f / cos(yFov * (float)M_D2R * .5f);
+ Icos_alphaY = 1.f / cos(yFov * (float)M_D2R * .51f);
projection = perspective(yFov * (float)M_D2R, xyRatio, zNear, zFar);
}
Camera::FC_stat Camera::frustum_sphere(vec3 _center, float _radius) const
{
FC_stat result = FC_INSIDE;
+ _radius += 1;
vec3 v(_center - cCenter);
vec3 pVCam(dot(v,cRight), dot(v,cUpVector), dot(v,cFront));