1#include "scene/components/CameraComponent.h"
6#include "scene/GameObject.h"
28 return perspective(radians(m_fov), aspect, m_nearPlane, m_farPlane);
Engine-wide primitive type aliases and GLM math imports.
void Update(f32 deltaTime) override
No per-frame logic needed; view/projection are computed on demand.
mat4 GetProjectionMatrix(f32 aspect) const
Compute the perspective projection matrix.
mat4 GetViewMatrix() const
Compute the view matrix from the owner's world transform.
const vec3 & GetPosition() const
const quat & GetRotation() const
GameObject * GetParent()
Returns the parent node, or nullptr for root objects.
mat4 GetWorldTransform() const
Compute the world transform by walking up the parent chain.
glm::mat4 mat4
4×4 column-major float matrix (model/view/projection).
glm::vec4 vec4
4-component float vector (e.g. RGBA colour, homogeneous coords).
float f32
32-bit IEEE float — the standard GL scalar type.