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virtual void | init ()=0 |
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virtual void | update ()=0 |
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virtual glm::vec2 | convertScreenToWorld (glm::vec2 screenCoords) const =0 |
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virtual glm::ivec2 | getCameraDimensions () const =0 |
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virtual SDL_FRect | getCameraRect () const =0 |
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virtual glm::vec3 | getPosition () const =0 |
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virtual void | setPosition (const glm::vec3 newPosition)=0 |
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virtual void | setPosition_X (const float newPosition)=0 |
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virtual void | setPosition_Y (const float newPosition)=0 |
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virtual void | setPosition_Z (const float newPosition)=0 |
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virtual float | getScale () const =0 |
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virtual glm::mat4 | getCameraMatrix () const =0 |
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virtual glm::vec3 | getAimPos ()=0 |
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virtual void | setScale (float scale)=0 |
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virtual void | makeCameraDirty ()=0 |
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virtual bool | hasChanged ()=0 |
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virtual void | refreshCamera ()=0 |
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void | updateCameraOrientation () |
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void | setOrientation (glm::vec3 eye, glm::vec3 target, glm::vec3 up) |
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bool | isPointInCameraView (const glm::vec4 point, float margin) |
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glm::vec3 | castRayAt (const glm::vec2 &screenPos) |
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glm::vec3 | getPointOnRayAtZ (const glm::vec3 &rayOrigin, const glm::vec3 &rayDirection, float desiredZ) |
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void | setViewMatrix (glm::mat4 newViewMatrix) |
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glm::mat4 | getViewMatrix () |
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void | setProjMatrix (glm::mat4 newProjMatrix) |
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glm::mat4 | getProjMatrix () |
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glm::vec3 | getUpDir () |
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int | _screenWidth = 800 |
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int | _screenHeight = 640 |
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glm::vec3 | eyePos { 0,0,0 } |
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glm::vec3 | aimPos { 0,0,0 } |
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glm::vec3 | upDir { 0,-1,0 } |
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float | zFar = 1000000.0f |
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ViewMode | currentViewMode = ViewMode::Y_UP |
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glm::mat4 | _projectionMatrix = glm::mat4(1.0f) |
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glm::mat4 | _viewMatrix = glm::mat4(1.0f) |
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glm::mat4 | _cameraMatrix = glm::mat4(1.0f) |
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bool | _cameraChange = true |
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The documentation for this class was generated from the following files:
- /mnt/c/Users/lefte/Mujin/MastersThesis/Taz/TazGraph/TazGraphEngine/Camera2.5D/ICamera.h
- /mnt/c/Users/lefte/Mujin/MastersThesis/Taz/TazGraph/TazGraphEngine/Camera2.5D/ICamera.cpp