#Game Engine Camera
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Yes, one way to keep the Camera Class and Projection matrix separate but connected is by passing the projection matrix as a parameter to the Camera Class. This way, the Camera Class can use the projection matrix for rendering without directly storing or managing it.
For example, you can have a constructor in your Camera Class that takes a projection matrix as a parameter:
public class Camera {
private Matrix4f viewMatrix;
public Camera(Matrix4f projectionMatrix) {
this.projectionMatrix = projectionMatrix;
this.viewMatrix = new Matrix4f();
}
public void update() {
// Update camera logic
}
public void render() {
// Use projection matrix along with view matrix for rendering
}
}
Then, when you create an instance of the Camera Class, you would pass in the projection matrix:
Matrix4f projectionMatrix = new Matrix4f();
// Set up your projection matrix here
Camera camera = new Camera(projectionMatrix);
This way, the Camera Class can access the projection matrix when needed for rendering, while still keeping them separate entities. This approach helps maintain better separation of concerns and makes your code more modular and easier to manage.