ZeroZero Game Engine
v0.0
A 3D game engine using Vulkan & Jolt
|
A camera or light frustum
Classes | |
struct | Plane |
Public Member Functions | |
Frustum (const shared_ptr< Node > &node, float fovY, float zNear, float zFar) | |
Frustum (const shared_ptr< Node > &node, const vec3 &position, float fovY, float zNear, float zFar) | |
Frustum (const vec3 &position, const vec3 &front, const vec3 &right, const vec3 &up, float fovY, float zNear, float zFar) | |
bool | isOnFrustum (const shared_ptr< MeshInstance > &meshInstance) const |
Public Attributes | |
Plane | farFace |
Far plane. | |
Plane | nearFace |
Near plane. | |
Plane | leftFace |
Left plane. | |
Plane | rightFace |
Right plane. | |
Plane | topFace |
Top plane. | |
Plane | bottomFace |
Bottom plane. | |
Frustum | ( | const shared_ptr< Node > & | node, |
float | fovY, | ||
float | zNear, | ||
float | zFar | ||
) |
Frustum | ( | const shared_ptr< Node > & | node, |
const vec3 & | position, | ||
float | fovY, | ||
float | zNear, | ||
float | zFar | ||
) |
Frustum | ( | const vec3 & | position, |
const vec3 & | front, | ||
const vec3 & | right, | ||
const vec3 & | up, | ||
float | fovY, | ||
float | zNear, | ||
float | zFar | ||
) |
Creates a frustum
position | Node position |
front | Front vector |
right | Right vector |
up | Up vector |
fovY | Field of view in degrees |
zNear | Near clipping distance |
zFar | Far clipping distance |
bool isOnFrustum | ( | const shared_ptr< MeshInstance > & | meshInstance | ) | const |
Returns true
if the MeshInstance is in the frustum