public Camera ( int viewportWidth, int viewportHeight, Matrix4 cameraViewMatrix, string name = "Default" ) : System | ||
viewportWidth | int | |
viewportHeight | int | |
cameraViewMatrix | Matrix4 | |
name | string | |
return | System |
public Camera(int viewportWidth, int viewportHeight, Matrix4 cameraViewMatrix, string name = "Default")
{
PreciseTimer = new Stopwatch();
SetViewportSize(viewportWidth, viewportHeight);
Location = cameraViewMatrix.ExtractTranslation();
CameraViewMatrix = cameraViewMatrix;
//TODO: Someone figure out what this section is meant to be. (tree_game is a good test)
var quaternion = CameraViewMatrix.ExtractRotation(false);
Pitch = quaternion.Y;
Yaw = quaternion.Z;
Name = name;
}
Camera::Camera ( int viewportWidth, int viewportHeight, Vector3 minBounds, Vector3 maxBounds, string name = "Default" ) : System |