#include <fps_camera.hpp>
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| void | toggle_mouse_freeze () |
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| void | freeze_camera () |
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| void | unfreeze_camera () |
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| | FPSCamera (unsigned int &screen_width_px, unsigned int &screen_height_px, glm::vec3 start_position=glm::vec3(0.0f, 0.0f, 0.0f), double user_sensitivity=1.0, float fov=90.0f, float zoom_fov=30.0f, float near_plane=0.01f, float far_plane=300.0f) |
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| void | toggle_zoom () |
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| void | change_active_sensitivity (double new_sens) |
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| void | zoom_in () |
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| void | zoom_out () |
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| Frustum | get_visible_frustum_world_space () override |
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| bool | is_visible (const std::vector< glm::vec3 > &xyz_positions, Transform &transform) override |
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| bool | is_visible (const vertex_geometry::AxisAlignedBoundingBox &aabb, Transform &transform) override |
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| void | process_input (bool slow_move_pressed, bool fast_move_pressed, bool forward_pressed, bool left_pressed, bool backward_pressed, bool right_pressed, bool up_pressed, bool down_pressed, float delta_time) |
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| void | mouse_callback (double xpos, double ypos, double sensitivity_override=-1) |
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| glm::mat4 | get_view_matrix () const override |
| | this is the matrix that puts the camera in the right place and looking in the right place
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| glm::mat4 | get_third_person_view_matrix () const |
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| glm::mat4 | get_view_matrix_at (glm::vec3 position) const |
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| glm::mat4 | get_projection_matrix () const override |
| | the projection matrix is the one that takes the world and applies the perspective view on the world
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| virtual | ~ICamera ()=default |
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◆ FPSCamera()
| FPSCamera::FPSCamera |
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unsigned int & | screen_width_px, |
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unsigned int & | screen_height_px, |
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glm::vec3 | start_position = glm::vec3(0.0f, 0.0f, 0.0f), |
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double | user_sensitivity = 1.0, |
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float | fov = 90.0f, |
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float | zoom_fov = 30.0f, |
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float | near_plane = 0.01f, |
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float | far_plane = 300.0f ) |
◆ change_active_sensitivity()
| void FPSCamera::change_active_sensitivity |
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double | new_sens | ) |
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◆ freeze_camera()
| void FPSCamera::freeze_camera |
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◆ get_projection_matrix()
| glm::mat4 FPSCamera::get_projection_matrix |
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const |
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overridevirtual |
the projection matrix is the one that takes the world and applies the perspective view on the world
Implements ICamera.
◆ get_third_person_view_matrix()
| glm::mat4 FPSCamera::get_third_person_view_matrix |
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const |
◆ get_view_matrix()
| glm::mat4 FPSCamera::get_view_matrix |
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const |
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overridevirtual |
this is the matrix that puts the camera in the right place and looking in the right place
Implements ICamera.
◆ get_view_matrix_at()
| glm::mat4 FPSCamera::get_view_matrix_at |
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glm::vec3 | position | ) |
const |
◆ get_visible_frustum_world_space()
| Frustum FPSCamera::get_visible_frustum_world_space |
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inlineoverridevirtual |
◆ is_visible() [1/2]
| bool FPSCamera::is_visible |
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const std::vector< glm::vec3 > & | xyz_positions, |
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Transform & | transform ) |
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inlineoverridevirtual |
◆ is_visible() [2/2]
◆ mouse_callback()
| void FPSCamera::mouse_callback |
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double | xpos, |
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double | ypos, |
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double | sensitivity_override = -1 ) |
◆ process_input()
| void FPSCamera::process_input |
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bool | slow_move_pressed, |
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bool | fast_move_pressed, |
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bool | forward_pressed, |
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bool | left_pressed, |
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bool | backward_pressed, |
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bool | right_pressed, |
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bool | up_pressed, |
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bool | down_pressed, |
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float | delta_time ) |
◆ toggle_mouse_freeze()
| void FPSCamera::toggle_mouse_freeze |
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◆ toggle_zoom()
| void FPSCamera::toggle_zoom |
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◆ unfreeze_camera()
| void FPSCamera::unfreeze_camera |
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◆ zoom_in()
| void FPSCamera::zoom_in |
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◆ zoom_out()
| void FPSCamera::zoom_out |
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◆ active_sensitivity
| double FPSCamera::active_sensitivity |
◆ camera_frozen
| bool FPSCamera::camera_frozen = false |
◆ far_plane
| float FPSCamera::far_plane |
◆ fast_move_speed
◆ fov
◆ mouse
◆ move_speed
| float FPSCamera::move_speed = 2 |
◆ near_plane
| float FPSCamera::near_plane |
◆ original_fov
| float FPSCamera::original_fov |
◆ projection
| glm::mat4 FPSCamera::projection |
◆ screen_height_px
| unsigned int& FPSCamera::screen_height_px |
◆ screen_width_px
| unsigned int& FPSCamera::screen_width_px |
◆ slow_move_speed
| float FPSCamera::slow_move_speed = move_speed * .25 |
◆ unscoped_sensitivity
| double FPSCamera::unscoped_sensitivity |
◆ up
| glm::vec3 FPSCamera::up = glm::vec3(0.0f, 1.0f, 0.0f) |
◆ zoom_fov
| float FPSCamera::zoom_fov |
◆ zoomed_in
| bool FPSCamera::zoomed_in |
The documentation for this class was generated from the following files: