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EBGeometry
Compact, header-only C++ library for fast evaluation of signed distance functions
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What every pixel needs from the camera, worked out once per frame: the eye, the view's axes and the field of view's slope. More...
#include <EBGeometry_Render.hpp>
Public Attributes | |
| Vec3T< T > | m_eye |
| The eye. | |
| Vec3T< T > | m_forward |
| Unit direction the camera looks in. | |
| Vec3T< T > | m_right |
| Unit right of the image. | |
| Vec3T< T > | m_up |
| Unit up of the image. | |
| Vec3T< T > | m_axis |
| Unit up axis of the scene. | |
| Vec3T< T > | m_first |
| Horizontal unit vectors (see Camera::horizontal()). | |
| Vec3T< T > | m_second |
| Horizontal unit vectors (see Camera::horizontal()). | |
| T | m_tanHalf |
| Tangent of half the vertical field of view. | |
| T | m_distance |
| Distance from the eye to the target. | |
| T | m_footprint |
| How wide a pixel is at distance t along a camera ray: m_footprint + m_footprintPerLength t (the first for an orthographic camera, the second for a perspective one). | |
| T | m_footprintPerLength |
| See m_footprint. | |
| bool | m_orthographic |
| Whether the camera is orthographic. | |
What every pixel needs from the camera, worked out once per frame: the eye, the view's axes and the field of view's slope.
Internal helper; not part of the public API. It depends on the camera alone, so it is computed on the host even for a device render (the shape's box, which only a device view may read there, is not in it).
| T | Floating-point precision. |