setModelMatrix

actual fun setModelMatrix(modelMatrix: FloatArray)

Set the camera's model matrix (position and orientation).

Equivalent to updating the camera entity's TransformManager component. The camera points towards its -Z axis. The matrix must be a rigid transform.

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space


actual fun setModelMatrix(modelMatrix: DoubleArray)

Set the camera's model matrix (position and orientation).

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space

expect fun setModelMatrix(modelMatrix: FloatArray)

Set the camera's model matrix (position and orientation).

Equivalent to updating the camera entity's TransformManager component. The camera points towards its -Z axis. The matrix must be a rigid transform.

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space


expect fun setModelMatrix(modelMatrix: DoubleArray)

Set the camera's model matrix (position and orientation).

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space

actual fun setModelMatrix(modelMatrix: FloatArray)

Set the camera's model matrix (position and orientation).

Equivalent to updating the camera entity's TransformManager component. The camera points towards its -Z axis. The matrix must be a rigid transform.

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space


actual fun setModelMatrix(modelMatrix: DoubleArray)

Set the camera's model matrix (position and orientation).

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space

actual fun setModelMatrix(modelMatrix: FloatArray)

Set the camera's model matrix (position and orientation).

Equivalent to updating the camera entity's TransformManager component. The camera points towards its -Z axis. The matrix must be a rigid transform.

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space


actual fun setModelMatrix(modelMatrix: DoubleArray)

Set the camera's model matrix (position and orientation).

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space

actual fun setModelMatrix(modelMatrix: FloatArray)

Set the camera's model matrix (position and orientation).

Equivalent to updating the camera entity's TransformManager component. The camera points towards its -Z axis. The matrix must be a rigid transform.

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space


actual fun setModelMatrix(modelMatrix: DoubleArray)

Set the camera's model matrix (position and orientation).

Parameters

modelMatrix

4×4 model matrix (rigid transform) in world space