22 m_fProjectionCentreX = 0.5f;
23 m_fProjectionCentreY = 0.5f;
33 TVector4 vOrientation = m_Matrix.AsBasisVector4( Toshi::BASISVECTOR_FORWARD );
34 vOrientation.
w = 1.0f;
41 TVector4 vDirection = a_rPoint - m_Matrix.GetTranslation3();
49 TASSERT( a_rDirection.isNormalised() );
50 m_Matrix.LookAtDirection( a_rDirection,
sm_vWorldUp );
#define TOSHI_NAMESPACE_USING
#define TDEFINE_CLASS(...)
static constinit TMatrix44 IDENTITY
static const Toshi::TVector4 sm_vInitialLookDirection
static const Toshi::TVector4 sm_vWorldUp
static TFLOAT sm_fCurrentFOV
void LookAtDirection(const Toshi::TVector4 &a_rDirection)
Toshi::TVector4 GetOrientation() const
Toshi::TMatrix44 & GetMatrix()
void LookAtPoint(const Toshi::TVector4 &a_rPoint)