Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
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Struct that encapsulates properties which define the (geometric) aspects of a scene camera. More...
#include <camera_system.hpp>
Public Types | |
enum class | ProjectionType : uint8_t { FRUSTUM , ORTHOGRAPHIC } |
The type of projection used by this camera. | |
Static Public Member Functions | |
static std::string | getComponentTypeName () |
The component type string of the camera properties component. | |
Public Attributes | |
ProjectionType | mProjectionType { ProjectionType::FRUSTUM } |
The type of projection used by the camera. | |
float | mFov {45.f} |
(If ProjectionType::FRUSTUM) The vertical Field of View described by the camera, used to calculate mProjectMatrix | |
float | mAspect { 16.f/9.f } |
The ratio of the x dimension to the y dimension of the screen or image associated with the camera. | |
glm::vec2 | mOrthographicDimensions { 19.f, 12.f } |
(If ProjectionType::ORTHOGRAPHIC) The dimensions, in scene units, of the screen face of the viewing volume of an orthographic camera. | |
glm::vec2 | mNearFarPlanes { 100.f, -100.f } |
The distance, in scene units, at which the near and far planes of the viewing volume of are located relative to the camera's origin. | |
glm::mat4 | mProjectionMatrix {} |
The projection matrix of the camera, computed based on its other properties. | |
glm::mat4 | mViewMatrix {} |
The view matrix of the camera, which transforms all vertices from their world coordinates to their coordinates relative to the origin of the camera, where the camera faces down the -Z axis. | |
Struct that encapsulates properties which define the (geometric) aspects of a scene camera.
Its appearance in json is as follows:
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inlinestatic |
The component type string of the camera properties component.