Method | Description | |
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ComputeWorldSpaceLateralVectorFromLocalSpace ( Vector3 local ) : Vector3 |
Computes a world space directional vector based on a directional vector local to the camera, using only the yaw component of the camera's view matrix. If you pass Vector3.Forward to this method, you'll get a world space vector that roughly translates to what is "laterally forward" for the player.
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ComputeWorldSpaceVectorFromLocalSpace ( Vector3 local ) : Vector3 |
Computes a world space directional vector based on a directional vector local to the camera, using the camera's view matrix. If you pass Vector3.Forward to this method, you'll get a world space vector that roughly translates to what is "forward" for the player. If the camera is angled upward, this vector will include that upward component. For a value more suited towards movement calculations, see GetWorldSpaceLateralLookAtVector.
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FirstPersonCameraComponent ( INode node, IDebugRenderer debugRenderer, IFirstPersonCamera firstPersonCamera ) : System | ||
Prerender ( Protogame.ComponentizedEntity entity, IGameContext gameContext, IRenderContext renderContext ) : void |
public ComputeWorldSpaceLateralVectorFromLocalSpace ( Vector3 local ) : Vector3 | ||
local | Vector3 | |
return | Vector3 |
public ComputeWorldSpaceVectorFromLocalSpace ( Vector3 local ) : Vector3 | ||
local | Vector3 | |
return | Vector3 |
public FirstPersonCameraComponent ( INode node, IDebugRenderer debugRenderer, IFirstPersonCamera firstPersonCamera ) : System | ||
node | INode | |
debugRenderer | IDebugRenderer | |
firstPersonCamera | IFirstPersonCamera | |
return | System |
public Prerender ( Protogame.ComponentizedEntity entity, IGameContext gameContext, IRenderContext renderContext ) : void | ||
entity | Protogame.ComponentizedEntity | |
gameContext | IGameContext | |
renderContext | IRenderContext | |
return | void |