// 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;
}
}