// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System.Runtime.InteropServices; namespace SharpDX { /// /// Frustum camera parameters. /// [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct FrustumCameraParams { /// /// Position of the camera. /// public Vector3 Position; /// /// Looking at direction of the camera. /// public Vector3 LookAtDir; /// /// Up direction. /// public Vector3 UpDir; /// /// Field of view. /// public float FOV; /// /// Z near distance. /// public float ZNear; /// /// Z far distance. /// public float ZFar; /// /// Aspect ratio. /// public float AspectRatio; } }