Nameless Engine
|
#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) |
Stores data used for view matrix.
bool ne::CameraProperties::Data::ViewData::bViewMatrixNeedsUpdate = true |
Whether viewMatrix needs to be recalculated or not.
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.
glm::mat4x4 ne::CameraProperties::Data::ViewData::viewMatrix = glm::identity<glm::mat4x4>() |
Matrix that transforms positions to view (camera) space.
glm::vec3 ne::CameraProperties::Data::ViewData::worldLocation = glm::vec3(0.0F, 0.0F, 0.0F) |
Location of the camera in world space.
glm::vec3 ne::CameraProperties::Data::ViewData::worldUpDirection = Globals::WorldDirection::up |
Unit vector that points in camera's current up direction in world space.