Nameless Engine
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ne::CameraProperties::Data::ViewData Struct Reference

#include <CameraProperties.h>

Public Attributes

glm::mat4x4 viewMatrix = glm::identity<glm::mat4x4>()
 
bool bViewMatrixNeedsUpdate = true
 
glm::vec3 worldLocation = glm::vec3(0.0F, 0.0F, 0.0F)
 
glm::vec3 worldUpDirection = Globals::WorldDirection::up
 
glm::vec3 targetPointWorldLocation = glm::vec3(1.0F, 0.0F, 0.0F)
 

Detailed Description

Stores data used for view matrix.

Member Data Documentation

◆ bViewMatrixNeedsUpdate

bool ne::CameraProperties::Data::ViewData::bViewMatrixNeedsUpdate = true

Whether viewMatrix needs to be recalculated or not.

◆ targetPointWorldLocation

glm::vec3 ne::CameraProperties::Data::ViewData::targetPointWorldLocation = glm::vec3(1.0F, 0.0F, 0.0F)

Location of the point in world space that the camera should look at.

◆ viewMatrix

glm::mat4x4 ne::CameraProperties::Data::ViewData::viewMatrix = glm::identity<glm::mat4x4>()

Matrix that transforms positions to view (camera) space.

◆ worldLocation

glm::vec3 ne::CameraProperties::Data::ViewData::worldLocation = glm::vec3(0.0F, 0.0F, 0.0F)

Location of the camera in world space.

◆ worldUpDirection

glm::vec3 ne::CameraProperties::Data::ViewData::worldUpDirection = Globals::WorldDirection::up

Unit vector that points in camera's current up direction in world space.


The documentation for this struct was generated from the following file: