internal override void UpdateProjectionMatrix() { if (useViewOffset) { var aspect = fullWidth / fullHeight; var top = Mathf.Tan(Mathf.DegreesToRadians(fov * 0.5f)) * near; var bottom = -top; var left = aspect * bottom; var right = aspect * top; var width = Mathf.Abs(right - left); var height = Mathf.Abs(top - bottom); projectionMatrix = Matrix4.MakeFrustum( left + x * width / fullWidth, left + (x + width) * width / fullWidth, top - (y + height) * height / fullHeight, top - y * height / fullHeight, near, far); } else { projectionMatrix = Matrix4.MakePerspective(fov, renderer.AspectRatio, near, far); } }
/// <summary> /// Creates a new instance of the AngularVelocity type from an angle in degrees. /// </summary> public static AngularVelocity FromDegrees(float degrees) => new AngularVelocity(Mathf.DegreesToRadians(degrees));
/// <summary> /// Initialises an angle from a relative angle value in degrees. /// </summary> public static Angle FromDegrees(float degrees) { return(new Angle(Mathf.DegreesToRadians(degrees))); }
/// <summary> /// Creates a new instance of the AngularAcceleration type from an angle in degrees. /// </summary> public static AngularAcceleration FromDegrees(float degrees) => new AngularAcceleration(Mathf.DegreesToRadians(degrees));