tlp::camera(3)

NAME

tlp::Camera

SYNOPSIS

#include <Camera.h>
Public Member Functions
Camera (GlScene *scene, Coord center=Coord(0, 0, 0), Coord
    eyes=Coord(0, 0, 10), Coord up=Coord(0,-1, 0), double
    zoomFactor=0.5, double sceneRadius=10)
Camera (GlScene *scene, bool d3)
void setScene (GlScene *scene)
GlScene * getScene ()
void move (float speed)
void strafeLeftRight (float speed)
void strafeUpDown (float speed)
void rotate (float angle, float x, float y, float z)
bool is3D ()
Vector< int, 4 > getViewport ()
void initGl ()
void initLight ()
void initProjection (const Vector< int, 4 > &viewport, bool reset=true)
void initProjection (bool reset=true)
void initModelView ()
void setSceneRadius (double sceneRadius)
double getSceneRadius ()
void setZoomFactor (double zoomFactor)
double getZoomFactor ()
void setEyes (const Coord &eyes)
Coord getEyes ()
void setCenter (const Coord &center)
Coord getCenter ()
void setUp (const Coord &up)
Coord getUp ()
void addObjectTransformation (const Coord &translation, const Coord
    &scale, const Coord &baseCoord)
void getObjectTransformation (std::vector< Coord > &translation,
    std::vector< Coord > &scale, std::vector< Coord > &objectCoord)
bool haveObjectTransformation ()
void getModelviewMatrix (Matrix< float, 4 > &modelviewMatrix)
void getProjectionMatrix (Matrix< float, 4 > &projectionMatrix)
void getTransformMatrix (Matrix< float, 4 > &transformMatrix)
void getProjAndMVMatrix (const Vector< int, 4 > &viewport, Matrix<
    float, 4 > &projectionMatrix, Matrix< float, 4 > &modelviewMatrix)
void getTransformMatrix (const Vector< int, 4 > &viewport, Matrix<
    float, 4 > &transformMatrix)
Coord screenTo3DWorld (const Coord &point)
Coord worldTo2DScreen (const Coord &obj)
void getXML (xmlNodePtr rootNode)
void setWithXML (xmlNodePtr rootNode)

Constructor & Destructor Documentation

tlp::Camera::Camera (GlScene * scene, Coord center = Coord(0, 0, 0), Coord
eyes = Coord(0, 0, 10), Coord up = Coord(0,-1, 0), double zoomFactor = 0.5, double sceneRadius = 10) Constructor
tlp::Camera::Camera (GlScene * scene, bool d3)
Constructor : use for 2D camera

Member Function Documentation

void tlp::Camera::addObjectTransformation (const Coord & translation, const
Coord & scale, const Coord & baseCoord) Set translate/scale transformation of object It use to compute lod of
nodes/edges in metanodes
Coord tlp::Camera::getCenter () [inline]
Return the center
Coord tlp::Camera::getEyes () [inline]
Return the eyes
void tlp::Camera::getModelviewMatrix (Matrix< float, 4 > & modelviewMatrix)
[inline]
Get the modelview matrix
void tlp::Camera::getObjectTransformation (std::vector< Coord > &
translation, std::vector< Coord > & scale, std::vector< Coord > & objectCoord)
Get translate/scale transformation of object It use to compute lod of
nodes/edges in metanodes
void tlp::Camera::getProjAndMVMatrix (const Vector< int, 4 > & viewport,
Matrix< float, 4 > & projectionMatrix, Matrix< float, 4 > & modelviewMatrix)
Get the projection and the modelview matrix generated with the given
viewport
void tlp::Camera::getProjectionMatrix (Matrix< float, 4 > &
projectionMatrix) [inline] Get the projection matrix
GlScene* tlp::Camera::getScene () [inline]
Return the camera's scene
double tlp::Camera::getSceneRadius () [inline]
Return the scene radius
void tlp::Camera::getTransformMatrix (const Vector< int, 4 > & viewport,
Matrix< float, 4 > & transformMatrix) Get the transform matrix generated with the given viewport
void tlp::Camera::getTransformMatrix (Matrix< float, 4 > & transformMatrix)
[inline]
Get the transform matrix : transformMatrix = projectionMatrix *
modelviewMatrix
Coord tlp::Camera::getUp () [inline]
Return the up vector
Vector<int, 4> tlp::Camera::getViewport ()
Return the viewport of the attached scene
void tlp::Camera::getXML (xmlNodePtr rootNode)
Get the camera's data in XML form
double tlp::Camera::getZoomFactor () [inline]
Return the zoom factor
bool tlp::Camera::haveObjectTransformation ()
Return true if object transformation is set
void tlp::Camera::initGl ()
Init Gl parameters
void tlp::Camera::initLight ()
Init light
void tlp::Camera::initModelView ()
Init modelview
void tlp::Camera::initProjection (bool reset = true)
Init projection with the scene viewport. Load identity matrix if reset is set as true
void tlp::Camera::initProjection (const Vector< int, 4 > & viewport, bool
reset = true)
Init projection with the gived viewport. Load identity matrix if reset is set as true
bool tlp::Camera::is3D () [inline]
Return if the camera is a 3D one
void tlp::Camera::move (float speed)
This moves the camera forward or backward depending on the speed
void tlp::Camera::rotate (float angle, float x, float y, float z)
This rotates the camera's eyes around the center depending on the
values passed in.
Coord tlp::Camera::screenTo3DWorld (const Coord & point)
Return the 3D world coordinate for the givedn screen point
void tlp::Camera::setCenter (const Coord & center) [inline]
Set the center
void tlp::Camera::setEyes (const Coord & eyes) [inline]
Set the eye
void tlp::Camera::setScene (GlScene * scene)
Set the camera's scene : the viewport is store in the scene, so we must attach camera to a scene
void tlp::Camera::setSceneRadius (double sceneRadius) [inline]
Set the scene radius
void tlp::Camera::setUp (const Coord & up) [inline]
Set the up vector
void tlp::Camera::setWithXML (xmlNodePtr rootNode)
Set the camera's data with XML
void tlp::Camera::setZoomFactor (double zoomFactor) [inline]
Set the zoom factor
void tlp::Camera::strafeLeftRight (float speed)
This strafes the camera left and right depending on the speed (-/+)
void tlp::Camera::strafeUpDown (float speed)
This strafes the camera up and down depending on the speed (-/+)
Coord tlp::Camera::worldTo2DScreen (const Coord & obj)
Return the screen position for the given 3D coordinate

Author

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