#include <Camera.h>
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void | SetMousePos (glm::vec2 values) |
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void | SetMouseScroll (glm::vec2 values) |
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| Camera (glm::vec3 position=glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up=glm::vec3(0.0f, 1.0f, 0.0f), float yaw=YAW, float pitch=PITCH) |
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| Camera (float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) |
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glm::mat4 | GetViewMatrix () const |
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void | ProcessKeyboard (Camera_Movement direction, float deltaTime) |
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void | ProcessMouseMovement (float xoffset, float yoffset, GLboolean constrainPitch=true) |
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void | ProcessMouseScroll (float yoffset) |
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◆ Camera() [1/2]
Camera::Camera |
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glm::vec3 |
position = glm::vec3(0.0f, 0.0f, 0.0f) , |
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glm::vec3 |
up = glm::vec3(0.0f, 1.0f, 0.0f) , |
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float |
yaw = YAW , |
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float |
pitch = PITCH |
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) |
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◆ Camera() [2/2]
Camera::Camera |
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float |
posX, |
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float |
posY, |
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float |
posZ, |
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float |
upX, |
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float |
upY, |
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float |
upZ, |
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float |
yaw, |
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float |
pitch |
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) |
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◆ GetViewMatrix()
glm::mat4 Camera::GetViewMatrix |
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const |
◆ ProcessKeyboard()
void Camera::ProcessKeyboard |
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Camera_Movement |
direction, |
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float |
deltaTime |
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) |
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◆ ProcessMouseMovement()
void Camera::ProcessMouseMovement |
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float |
xoffset, |
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float |
yoffset, |
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GLboolean |
constrainPitch = true |
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) |
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◆ ProcessMouseScroll()
void Camera::ProcessMouseScroll |
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float |
yoffset | ) |
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◆ SetMousePos()
void Camera::SetMousePos |
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glm::vec2 |
values | ) |
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◆ SetMouseScroll()
void Camera::SetMouseScroll |
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glm::vec2 |
values | ) |
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◆ m_Forward
glm::vec3 Camera::m_Forward |
◆ m_lastX
◆ m_lastY
◆ m_MouseSensitivity
float Camera::m_MouseSensitivity |
◆ m_MovementSpeed
float Camera::m_MovementSpeed |
◆ m_Pitch
◆ m_Position
glm::vec3 Camera::m_Position |
◆ m_Right
glm::vec3 Camera::m_Right |
◆ m_Up
◆ m_WorldUp
glm::vec3 Camera::m_WorldUp |
◆ m_Yaw
◆ m_Zoom
The documentation for this class was generated from the following files:
- D:/RIT/FALCON_ENGINE/Falcon/Falcon/Rendering/Camera.h
- D:/RIT/FALCON_ENGINE/Falcon/Falcon/Rendering/Camera.cpp