#include <camera.h>
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Trafo * | trafo () |
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glm::mat4 | vMat () |
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glm::mat4 | pMat () |
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glm::mat4 | pMat (float zNear, float zFar) |
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void | setProjection (math::Projection proj) |
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void | setPerspective (float fovy, float aspect, float zNear, float zFar) |
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void | setOrthographic (float height, float aspect, float zNear, float zFar) |
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void | setFovy (float fovy) |
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void | setHeight (float height) |
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void | setAspect (float aspect) |
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void | setZNear (float zNear) |
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void | setZFar (float zFar) |
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void | rotateFirstPerson (float yaw, float pitch) |
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void | castRay (float viewportX, float viewportY, glm::vec3 &dstOrg, glm::vec3 &dstDir) |
| viewportX,viewportY in [0.0,1.0]
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◆ castRay()
void yourgame::math::Camera::castRay |
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float |
viewportX, |
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float |
viewportY, |
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glm::vec3 & |
dstOrg, |
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glm::vec3 & |
dstDir |
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) |
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viewportX,viewportY in [0.0,1.0]
◆ pMat() [1/2]
glm::mat4 yourgame::math::Camera::pMat |
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◆ pMat() [2/2]
glm::mat4 yourgame::math::Camera::pMat |
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float |
zNear, |
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float |
zFar |
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◆ rotateFirstPerson()
void yourgame::math::Camera::rotateFirstPerson |
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float |
yaw, |
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float |
pitch |
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) |
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◆ setAspect()
void yourgame::math::Camera::setAspect |
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float |
aspect | ) |
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◆ setFovy()
void yourgame::math::Camera::setFovy |
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float |
fovy | ) |
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◆ setHeight()
void yourgame::math::Camera::setHeight |
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float |
height | ) |
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◆ setOrthographic()
void yourgame::math::Camera::setOrthographic |
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float |
height, |
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float |
aspect, |
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float |
zNear, |
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float |
zFar |
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◆ setPerspective()
void yourgame::math::Camera::setPerspective |
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float |
fovy, |
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float |
aspect, |
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float |
zNear, |
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float |
zFar |
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◆ setProjection()
◆ setZFar()
void yourgame::math::Camera::setZFar |
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float |
zFar | ) |
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◆ setZNear()
void yourgame::math::Camera::setZNear |
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float |
zNear | ) |
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◆ trafo()
Trafo * yourgame::math::Camera::trafo |
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◆ vMat()
glm::mat4 yourgame::math::Camera::vMat |
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The documentation for this class was generated from the following files: