void set_field_of_view(const Geometry::Angle<float> &);
void set_orthographic(float, float);
- void set_aspect(float);
+ void set_aspect_ratio(float);
void set_depth_clip(float, float);
void set_frustum_axis(float, float);
void set_frustum_rotation(const Geometry::Angle<float> &);
bool is_orthographic() const { return fov==Geometry::Angle<float>::zero(); }
float get_orthographic_width() const { return height*aspect; }
float get_orthographic_height() const { return height; }
- float get_aspect() const { return aspect; }
+ float get_aspect_ratio() const { return aspect; }
float get_near_clip() const { return clip_near; }
float get_far_clip() const { return clip_far; }
const Geometry::Angle<float> &get_frustum_rotation() const { return rotate; }
+ // Deprecated, use set/get_aspect_ratio instead
+ void set_aspect(float a) { set_aspect_ratio(a); }
+ float get_aspect() const { return get_aspect_ratio(); }
+
void set_position(const Vector3 &);
void set_look_direction(const Vector3 &);
void look_at(const Vector3 &);