Plane Frustum::GetPlane(int faceIndex) const { assume(0 <= faceIndex && faceIndex <= 5); switch(faceIndex) { default: // For release builds where assume() is disabled, return always the first option if out-of-bounds. case 0: return NearPlane(); case 1: return FarPlane(); case 2: return LeftPlane(); case 3: return RightPlane(); case 4: return TopPlane(); case 5: return BottomPlane(); } }
CameraComponent::CameraComponent(std::string name /*= nullptr*/) : active(true), clearColor(.1f,.1f,.1f), Component_CRTP(name) { LUA_OBJECT_START(CameraComponent); camManager.allCams.Register(this); viewDir = glm::vec3(0,0,-1); setPos(glm::vec3(0,0,0)); perspectiveNeedsUpdate = true; NearPlane(.1f); FarPlane(100); uniforms[0] = ShaderUniformPram("nearPlane", nearPlane ); uniforms[1] = ShaderUniformPram("farPlane" , farPlane ); uniforms[2] = ShaderUniformPram("perspective", perspective ); uniforms[3] = ShaderUniformPram("world2View", world2View ); }