The main way of using a camera to render things.
More...
#include <candlewick/core/Camera.h>
|
Mat4f | projection |
| Projection matrix \(\mathbf{P}\).
|
|
Eigen::Isometry3f | view |
| Camera view matrix \(\mathbf{V}\)
|
|
The main way of using a camera to render things.
◆ forward()
Float3 candlewick::Camera::forward |
( |
| ) |
const |
|
inline |
◆ pose()
Eigen::Isometry3f candlewick::Camera::pose |
( |
| ) |
const |
|
inline |
Compute and return the camera pose matrix \(\mathbf{M} =
\mathbf{V}^{-1}\)
◆ position()
Float3 candlewick::Camera::position |
( |
| ) |
const |
|
inline |
◆ right() [1/2]
auto candlewick::Camera::right |
( |
| ) |
|
|
inline |
◆ right() [2/2]
Float3 candlewick::Camera::right |
( |
| ) |
const |
|
inline |
◆ transformPoint()
Float3 candlewick::Camera::transformPoint |
( |
const Float3 & | p | ) |
const |
|
inline |
Transform a point to view-space. This applies the view matrix as a 3D transform.
◆ transformVector()
Float3 candlewick::Camera::transformVector |
( |
const Float3 & | v | ) |
const |
|
inline |
Transform a vector to view-space. This applies the view matrix linear part.
◆ up() [1/2]
auto candlewick::Camera::up |
( |
| ) |
|
|
inline |
◆ up() [2/2]
Float3 candlewick::Camera::up |
( |
| ) |
const |
|
inline |
◆ viewProj()
auto candlewick::Camera::viewProj |
( |
| ) |
const |
|
inline |
View-projection matrix \(\mathbf{P} \cdot \mathbf{V}\).
◆ projection
Mat4f candlewick::Camera::projection |
Projection matrix \(\mathbf{P}\).
◆ view
Eigen::Isometry3f candlewick::Camera::view |
Camera view matrix \(\mathbf{V}\)
The documentation for this struct was generated from the following file: