My Project
BillBoardViewInfo.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
5  struct SceneState;
6 
9  {
10  public:
17 
19  float rotationX;
20 
22  float rotationXZ;
23 
25  float rotationZ;
26 
30  float rotationYZ;
31 
35  float rotationXY;
36 
37  Vector3 vLookAhead;
38  Vector3 vLookUp;
39  Vector3 vLookRight;
40  public:
41  void UpdateBillBoardInfo(SceneState* pSceneState);
42 
43  Vector3 TransformVertex(const Vector3& v);
44  Vector3 TransformVertexWithoutY(const Vector3& v);
45  };
46 }
47 
48 
49 
float rotationXY
The Y component (scaled along the X axis) of the entity's pitch rotation.
Definition: BillBoardViewInfo.h:35
It's used as parameter to Draw method of each scene object.
Definition: SceneState.h:284
different physics engine has different winding order.
Definition: EventBinding.h:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
float rotationZ
The Z component of the entity's yaw rotation.
Definition: BillBoardViewInfo.h:25
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23
float rotationXZ
The combined X and Z components of the entity's pitch rotation.
Definition: BillBoardViewInfo.h:22
current billboard info is here.
Definition: BillBoardViewInfo.h:8
float rotationYZ
The Y component (scaled along the Z axis) of the entity's pitch rotation.
Definition: BillBoardViewInfo.h:30
Matrix4 matBillboardMatrixSphere
a rotation matrix to orient the billboard towards the camera.
Definition: BillBoardViewInfo.h:16
Matrix4 matBillboardMatrix
a rotation matrix to orient the billboard towards the camera ignoring Y.
Definition: BillBoardViewInfo.h:14
float rotationX
The X component of the entity's yaw rotation.
Definition: BillBoardViewInfo.h:19
float m_billboardYAngles
the rotation angle around the Y axis
Definition: BillBoardViewInfo.h:12