Camera::Camera(const String& name, SceneManager* sm) :Frustum(name), mSceneMgr(sm), mOrientation(Quaternion::IDENTITY), mPosition(Vector3::ZERO), mSceneDetail(PM_SOLID), mLastViewport(NULL), mAutoAspectRatio(FALSE), mPixelDisplayRatio(0) { mFOVy = Radian(Math::PI / 4.0f); mNearDist = 100.0f; mFarDist = 100000.0f; mAspect = 1.333333333333f; mProjType = PT_PERSPECTIVE; setFixedYawAxis(TRUE); invalidateFrustum(); invalidateView(); mViewMatrix = Matrix4::ZERO; mProjMatrixRS = Matrix4::ZERO; mParentNode = NULL; mReflect = FALSE; mVisible = FALSE; }
//----------------------------------------------------------------------- Camera::Camera( const String& name, SceneManager* sm) : Frustum(name), mSceneMgr(sm), mOrientation(Quaternion::IDENTITY), mPosition(Vector3::ZERO), mSceneDetail(PM_SOLID), mAutoTrackTarget(0), mAutoTrackOffset(Vector3::ZERO), mSceneLodFactor(1.0f), mSceneLodFactorInv(1.0f), mWindowSet(false), mLastViewport(0), mAutoAspectRatio(false), mCullFrustum(0), mUseRenderingDistance(true), mLodCamera(0), mUseMinPixelSize(false), mPixelDisplayRatio(0) { // Reasonable defaults to camera params mFOVy = Radian(Math::PI/4.0f); mNearDist = 100.0f; mFarDist = 100000.0f; mAspect = 1.33333333333333f; mProjType = PT_PERSPECTIVE; setFixedYawAxis(true); // Default to fixed yaw, like freelook since most people expect this invalidateFrustum(); invalidateView(); // Init matrices mViewMatrix = Matrix4::ZERO; mProjMatrixRS = Matrix4::ZERO; mParentNode = 0; // no reflection mReflect = false; mVisible = false; }
Camera::Camera():mOrientation(Quaternion::IDENTITY), mPosition(Vector3::ZERO) { setFixedYawAxis(true); // Default to fixed yaw, like freelook since most people expect this }