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