5#include <glm/gtc/matrix_transform.hpp>
18 Camera(glm::vec3 position_ = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up_ = glm::vec3(0.0f, 1.0f, 0.0f),
float yaw_ = 0.0f,
float pitch_ = 0.0f);
29 void SetPosition(
const float x,
const float y,
const float z);
30 void SetRotation(
const float pitch_,
const float yaw_);
40 float GetDistance(
const float x_,
const float y_,
const float z_)
const;
void ResetHasChangedOrientation()
void SetPosition(const float x, const float y, const float z)
void UpdateCameraViewMatrix()
bool GetHasChangedPosition() const
const std::array< glm::vec4, 6 > & GetFrustumPlanes() const
bool has_changed_position
bool has_changed_orientation
const glm::vec3 & GetFront() const
void ComputeFrustumPlanes()
void SetRotation(const float pitch_, const float yaw_)
const glm::vec3 & GetPosition() const
void ResetHasChangedPosition()
const glm::mat4 & GetViewMatrix() const
glm::mat4 projection_matrix
float GetDistance(const float x_, const float y_, const float z_) const
std::array< glm::vec4, 6 > frustum
void SetProjection(const glm::mat4 &projection)
bool GetHasChangedOrientation() const