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| PerspectiveCamera (glm::vec3 eye_pos, glm::vec3 aim_pos) |
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void | init () override |
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void | update () override |
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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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glm::vec2 | convertScreenToWorld (glm::vec2 screenCoords) const override |
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void | setPosition (const glm::vec3 newPosition) override |
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void | setPosition_X (const float newPosition) override |
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void | setPosition_Y (const float newPosition) override |
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void | setPosition_Z (const float newPosition) override |
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void | movePosition_Hor (const float step) |
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void | movePosition_Vert (const float step) |
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void | movePosition_Forward (const float step) |
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void | setAimPos (const glm::vec3 newAimPos) |
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void | moveAimPos (glm::vec3 startingAimPos, const glm::vec2 distance) |
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glm::vec3 | getEulerAnglesFromDirection (glm::vec3 direction) |
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float | getZFar () |
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glm::vec3 | getAimPos () |
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void | setScale (float newScale) override |
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glm::vec3 | getPosition () const override |
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float | getScale () const override |
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glm::mat4 | getCameraMatrix () const override |
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glm::ivec2 | getCameraDimensions () const override |
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SDL_FRect | getCameraRect () const override |
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void | setCameraMatrix (glm::mat4 newMatrix) |
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void | resetCameraPosition () |
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float | getMinScale () |
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float | getMaxScale () |
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bool | isPointInCameraView (const glm::vec4 point, float margin) |
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bool | hasChanged () override |
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void | makeCameraDirty () override |
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void | refreshCamera () override |
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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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glm::mat4 | getViewMatrix () |
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glm::mat4 | getProjMatrix () |
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