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| Frustum::posSyntaxvec Frustum::pos; [1 line of code]The eye point of this frustum. Specifies the position of the camera (the eye point) for this frustum in world (global) space. Syntaxvec Frustum::front; [1 line of code]The normalized direction this frustum is watching towards. This vector is specified in world (global) space. This vector is always normalized. If you assign to this member directly, be sure to only assign normalized vectors. Syntaxvec Frustum::up; [1 line of code]The normalized up direction for this frustum. This vector is specified in world (global) space. This vector is always normalized. If you assign to this member directly, be sure to only assign normalized vectors. Note The vectors front and up must always be perpendicular to each other. This means that this up vector is not a static/constant up vector, e.g. (0,1,0), but changes according to when the camera pitches up and down to preserve the condition that front and up are always perpendicular. In the local space of the Frustum, the direction +Y is always the up direction and cannot be changed. This coincides to how Direct3D and OpenGL view and projection matrices are constructed. |