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| void | init () override |
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| void | update () override |
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glm::vec3 | getEulerAnglesFromDirection (glm::vec3 direction) |
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float | getZFar () |
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void | setPanningAimPos (const glm::vec3 newAimPos) |
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glm::vec3 | getPanningAimPos () |
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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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void | setAspect (float newAspectX, float newAspectY) |
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glm::vec3 | convertScreenToWorldPlane (glm::vec2 screenCoords, float depth=0.0f) |
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glm::vec3 | convertScreenToWorldDistance (glm::vec2 screenCoords, float depth) |
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glm::vec3 | getPosition () const |
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void | setPosition (const glm::vec3 newPosition) |
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void | setPosition_X (const float newPosition) |
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void | setPosition_Y (const float newPosition) |
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void | setPosition_Z (const float newPosition) |
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float | getScale () const |
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glm::mat4 | getCameraMatrix () const |
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glm::vec3 | getAimPos () |
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void | setScale (float scale) |
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void | makeCameraDirty () |
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bool | hasChanged () |
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void | refreshCamera () |
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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 | getForwardDir () |
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glm::vec3 | getRightDir () |
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glm::vec3 | getUpDir () |
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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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