#include <CameraSystem.h>
◆ CameraSystem()
MQEngine::CameraSystem::CameraSystem |
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FCT::Context * | ctx, |
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DataManager * | dataManager ) |
◆ bind()
void MQEngine::CameraSystem::bind |
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FCT::Layout * | layout | ) |
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◆ calculateForward()
FCT::Vec3 MQEngine::CameraSystem::calculateForward |
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const RotationComponent & | rotation | ) |
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private |
◆ calculateViewMatrix()
FCT::Mat4 MQEngine::CameraSystem::calculateViewMatrix |
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const PositionComponent & | position, |
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const RotationComponent & | rotation ) |
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private |
◆ setActiveCamera()
void MQEngine::CameraSystem::setActiveCamera |
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entt::registry * | registry, |
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entt::entity | cameraEntity ) |
◆ update()
void MQEngine::CameraSystem::update |
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◆ m_cameraUniform
FCT::Uniform MQEngine::CameraSystem::m_cameraUniform |
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private |
◆ m_ctx
FCT::Context* MQEngine::CameraSystem::m_ctx |
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private |
◆ m_dataManager
◆ m_viewPosUniform
FCT::Uniform MQEngine::CameraSystem::m_viewPosUniform |
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private |
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