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Voxellancer
0.3
A game about voxels in space
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#include <camera.h>
Protected Member Functions | |
| void | viewDirty () |
| void | projectionDirty () |
Protected Member Functions inherited from Transform | |
| Transform (glm::vec3 center=glm::vec3(0), float scale=1.0) | |
| Transform (const Transform &transform, const glm::vec3 &positionDelta, const glm::quat &orientationDelta) | |
| const glm::vec3 & | position () const |
| void | setPosition (const glm::vec3 &pos) |
| const glm::quat & | orientation () const |
| void | setOrientation (const glm::quat &quat) |
| const glm::vec3 & | center () const |
| void | setCenter (const glm::vec3 ¢er) |
| void | setCenterAndAdjustPosition (const glm::vec3 &newCenter) |
| float | scale () const |
| void | setScale (float scale) |
| void | move (const glm::vec3 &dist) |
| void | moveWorld (const glm::vec3 &dist) |
| void | rotate (const glm::quat &qrot) |
| void | rotateWorld (const glm::quat &qrot) |
| bool | operator== (const Transform &other) const |
| bool | operator!= (const Transform &other) const |
| const glm::mat4 | matrix () const |
| glm::vec3 | applyTo (const glm::vec3 &vertex) const |
| glm::vec3 | inverseApplyTo (const glm::vec3 &vertex) const |
Protected Attributes | |
| float | m_fovy |
| float | m_aspect |
| float | m_zNear |
| float | m_zFar |
| glm::ivec2 | m_viewport |
| glm::vec3 | m_projectionOffset |
| glm::mat4 | m_view |
| glm::mat4 | m_projection |
| glm::mat4 | m_viewProjection |
Protected Attributes inherited from Transform | |
| glm::vec3 | m_position |
| glm::quat | m_orientation |
| glm::vec3 | m_center |
| float | m_scale |
Represents the camera. matrix thus is the view matrix for all other objects