Camera class.
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#include <camera.h>
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void | reset () |
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void | buildViewMatrix (void) |
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void | buildProjectionMatrix (void) |
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void | zoom (float t) |
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void | rotateAzimuth (float t) |
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void | rotatePolar (float t) |
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void | moveLeft (float t) |
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void | moveRight (float t) |
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void | moveForwards (float t) |
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void | moveBackwards (float t) |
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void | moveUp (float t) |
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void | moveDown (float t) |
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void | rotateUp (float t) |
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void | rotateDown (float t) |
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void | rotateLeft (float t) |
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void | rotateRight (float t) |
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void | setOrthogonalBorders (float left, float right, float top, float bottom) |
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glm::vec3 | getUp () |
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glm::vec3 | getRight () |
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glm::vec3 | getTarget () |
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glm::vec3 | getPosition () |
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bool | isOrthogonal () |
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float | getFieldOfView () |
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void | setOrthogonal (bool orthogonal) |
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void | setUp (glm::vec3 &up) |
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void | setTarget (glm::vec3 &target) |
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void | setFieldOfView (float fieldOfView) |
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void | setNearPlane (float nearPlane) |
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void | setFarPlane (float farPlane) |
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float | getNearPlane () |
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float | getFarPlane () |
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void | setAspect (float aspect) |
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const glm::mat4 & | getViewMatrix () |
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const glm::mat4 & | getProjectionMatrix () |
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glm::mat4 | mViewMatrix |
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glm::mat4 | mProjectionMatrix |
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float | mRadius |
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float | mAzimuth |
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float | mPolar |
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glm::vec3 | mUp |
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glm::vec3 | mTarget |
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glm::vec3 | mPos |
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float | mFieldOfView |
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float | mAspect |
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float | mNear |
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float | mFar |
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float | mLeft |
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float | mRight |
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float | mTop |
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float | mBottom |
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bool | mOrthogonal |
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Camera class.
Camera class supporting perspective and orthographic projection. Mouse interaction allows to rotate horizontally around target.
The documentation for this class was generated from the following files: