class SG_EXPORT osg::Camera

Camera class for encapsulating the view position and orientation and projection (lens) used.

Inheritance:


Public Methods

[more] Camera()
[more]virtual ~Camera()
[more]const ProjectionType getProjectionType() const
Get the projection type set by setOtho,setOtho2D,setFrustum, and set perspective methods
[more]void setOrtho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
Set a orthographics projection.
[more]void setOrtho2D(const double left, const double right, const double bottom, const double top)
Set a 2D orthographics projection.
[more]void setFrustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
Set a perspective projection.
[more]void setPerspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
Set a sysmetical perspective projection, See gluPerspective for further details.
[more]void setNearFar(const double zNear, const double zFar)
Set the near and far clipping planes
[more]void adjustAspectRatio(const double newAspectRatio, const AdjustAxis aa = ADJUST_HORIZONTAL)
Adjust the clipping planes to account for a new window aspcect ratio.
[more]const double left() const
[more]const double right() const
[more]const double top() const
[more]const double bottom() const
[more]const double zNear() const
[more]const double zFar() const
[more]const double calc_fovy() const
Calculate and return the equivilant fovx for the current project setting.
[more]const double calc_fovx() const
Calculate and return the equivilant fovy for the current project setting.
[more]const double calc_aspectRatio() const
Calculate and return the projection aspect ratio.
[more]const Matrix& getProjectionMatrix() const
[more]const LookAtType getLookAtType() const
[more]void home()
hardwired home view for now, looking straight down the Z axis at the origin, with 'up' being the y axis
[more]void setView(const Vec3& eyePoint, const Vec3& lookPoint, const Vec3& upVector)
Set the View, the up vector should be orthogonal to the look vector.
[more]void setLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
set the position and orientaion of the camera, using the same convention as gluLookAt
[more]void setLookAt(const double eyeX, const double eyeY, const double eyeZ, const double centerX, const double centerY, const double centerZ, const double upX, const double upY, const double upZ)
set the position and orientaion of the camera, using the same convention as gluLookAt
[more]void transformLookAt(const Matrix& matrix)
post multiple the existing eye point and orientation by matrix.
[more]void ensureOrthogonalUpVector()
[more]inline const Vec3& getEyePoint() const
get the eye point.
[more]inline const Vec3& getCenterPoint() const
get the center point.
[more]inline const Vec3& getUpVector() const
get the up vector
[more]const Vec3 getLookVector() const
calculate look vector
[more]const Vec3 getSideVector() const
calculate side vector
[more]inline const float getFocalLength() const
get focal distance
[more]void attachTransform(const TransformMode mode, Matrix* modelTransform=0)
Attach a transform matrix which is applied after the camera look at.
[more]void dirtyTransform()
must be called after you modify an attachedTransform.
[more]Matrix* getTransform(const TransformMode mode)
[more]const Matrix* getTransform(const TransformMode mode) const
[more]const Vec3 getEyePoint_Model() const
[more]const Vec3 getCenterPoint_Model() const
[more]const Vec3 getLookVector_Model() const
[more]const Vec3 getUpVector_Model() const
[more]const Vec3 getSideVector_Model() const
[more]const Matrix& getModelViewMatrix() const
Get the ModelView matrix.
[more]void setUseNearClippingPlane(const bool use)
[more]const bool getUseNearClippingPlane() const
[more]void setUseFarClippingPlane(const bool use)
[more]const bool getUseFarClippingPlane() const
[more]const ClippingVolume& getClippingVolume() const
get the view frustum clipping in model coordinates
[more]const bool project(const Vec3& obj, const int* viewport, Vec3& win) const
Map object coordinates into windows coordinates.
[more]const bool unproject(const Vec3& win, const int* viewport, Vec3& obj) const
Map window coordinates into object coordinates.

Public Members

[more]enum ProjectionType
Range of projection types.
[more]enum AdjustAxis
Use in combination with adjustAspectRatio, to control the change in frustum clipping planes to account for changes in windows aspect ratio,
[more]enum LookAtType
[more]enum TransformMode

Protected Fields

[more]ProjectionType _projectionType
[more]double _left
[more]double _right
[more]double _bottom
[more]double _top
[more]double _zNear
[more]double _zFar
[more]LookAtType _lookAtType
[more]Vec3 _eye
[more]Vec3 _center
[more]Vec3 _up
[more]double _focalLength
[more]TransformMode _attachedTransformMode
[more]ref_ptr<Matrix> _eyeToModelTransform
[more]ref_ptr<Matrix> _modelToEyeTransform
[more]bool _useNearClippingPlane
[more]bool _useFarClippingPlane
[more]mutable bool _dirty
[more]mutable ref_ptr<Matrix> _projectionMatrix
[more]mutable ref_ptr<Matrix> _modelViewMatrix
[more]mutable ClippingVolume _clippingVolume
[more]mutable ref_ptr<Matrix> _MP
[more]mutable ref_ptr<Matrix> _inverseMP

Protected Methods

[more] Camera(const Camera&)
[more]Camera& operator=(const Camera&)
[more]void calculateMatricesAndClippingVolume() const


Inherited from Referenced:

Public Methods

oinline Referenced& operator = (Referenced&)
oinline void ref() const
oinline void unref() const
oinline const int referenceCount() const

Protected Fields

omutable int _refCount


Documentation

Camera class for encapsulating the view position and orientation and projection (lens) used. Creates a projection and modelview matrices which can be used to set OpenGL's PROJECTION and MODELVIEW matrices represectively.
o Camera()

ovirtual ~Camera()

oenum ProjectionType
Range of projection types. OTHO2D is a special case of OTHO where the near and far planes are equal to -1 and 1 respectively. PRESPECTIVE is a special case of FRUSTUM where the left & right and bottom and top and symetrical.

o ORTHO

o ORTHO2D

o FRUSTUM

o PERSPECTIVE

oconst ProjectionType getProjectionType() const
Get the projection type set by setOtho,setOtho2D,setFrustum, and set perspective methods

ovoid setOrtho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
Set a orthographics projection. See glOrtho for further details.

ovoid setOrtho2D(const double left, const double right, const double bottom, const double top)
Set a 2D orthographics projection. See gluOrtho2D for further details.

ovoid setFrustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
Set a perspective projection. See glFrustum for further details.

ovoid setPerspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
Set a sysmetical perspective projection, See gluPerspective for further details. Aspect ratio is defined as width/height.

ovoid setNearFar(const double zNear, const double zFar)
Set the near and far clipping planes

oenum AdjustAxis
Use in combination with adjustAspectRatio, to control the change in frustum clipping planes to account for changes in windows aspect ratio,

o ADJUST_VERTICAL

o ADJUST_HORIZONTAL

ovoid adjustAspectRatio(const double newAspectRatio, const AdjustAxis aa = ADJUST_HORIZONTAL)
Adjust the clipping planes to account for a new window aspcect ratio. Typicall used after resizeing a window. Aspect ratio is defined as width/height.

oconst double left() const

oconst double right() const

oconst double top() const

oconst double bottom() const

oconst double zNear() const

oconst double zFar() const

oconst double calc_fovy() const
Calculate and return the equivilant fovx for the current project setting. This value is only valid for when a symetric persepctive projection exists. i.e. getProjectionType()==PERSPECTIVE.

oconst double calc_fovx() const
Calculate and return the equivilant fovy for the current project setting. This value is only valid for when a symetric persepctive projection exists. i.e. getProjectionType()==PERSPECTIVE.

oconst double calc_aspectRatio() const
Calculate and return the projection aspect ratio. Aspect ratio is defined as width/height.

oconst Matrix& getProjectionMatrix() const

oenum LookAtType

o USE_HOME_POSITON

o USE_EYE_AND_QUATERNION

o USE_EYE_CENTER_AND_UP

oconst LookAtType getLookAtType() const

ovoid home()
hardwired home view for now, looking straight down the Z axis at the origin, with 'up' being the y axis

ovoid setView(const Vec3& eyePoint, const Vec3& lookPoint, const Vec3& upVector)
Set the View, the up vector should be orthogonal to the look vector. setView is now mapped to setLookAt(eye,center,up), and is only kept for backwards compatibility.

ovoid setLookAt(const Vec3& eye, const Vec3& center, const Vec3& up)
set the position and orientaion of the camera, using the same convention as gluLookAt

ovoid setLookAt(const double eyeX, const double eyeY, const double eyeZ, const double centerX, const double centerY, const double centerZ, const double upX, const double upY, const double upZ)
set the position and orientaion of the camera, using the same convention as gluLookAt

ovoid transformLookAt(const Matrix& matrix)
post multiple the existing eye point and orientation by matrix. note, does not affect any ModelTransforms that are applied.

ovoid ensureOrthogonalUpVector()

oinline const Vec3& getEyePoint() const
get the eye point.

oinline const Vec3& getCenterPoint() const
get the center point.

oinline const Vec3& getUpVector() const
get the up vector

oconst Vec3 getLookVector() const
calculate look vector

oconst Vec3 getSideVector() const
calculate side vector

oinline const float getFocalLength() const
get focal distance

oenum TransformMode

o EYE_TO_MODEL

o MODEL_TO_EYE

o NO_ATTACHED_TRANSFORM

ovoid attachTransform(const TransformMode mode, Matrix* modelTransform=0)
Attach a transform matrix which is applied after the camera look at. The attached matrix can work in two ways, either as transform of the eye into the model coordinates - EYE_TO_MODEL, or as a transform of the model to the eye - MODEL_TO_EYE. The former is equivilant to attaching a camera internal to the scene graph. The later is equivilant to adding a osg::Transform at root of the scene to move the scene to the eye point. Typical used in conjunction with the LookAt position set to home, in which case it is simply treated as a model view matrix. If the same behaviour as IRIS Performer's setViewMat is desired then set the LookAt to be (0,0,0),(0,1,0),(0,0,1) since Performer's default direction is along the y axis, unlike OpenGL and the default OSG. If modelTransfor is NULL then do not use any model transform - just use the basic LookAt values. note: Camera internals maintains the both EYE_TO_MODEL and MODEL_TO_EYE internally and ensures that they are the inverse of one another. However, if you modify the attached transform then you must call dirtyTransform, to allow the OSG to update matrices accordingly.

ovoid dirtyTransform()
must be called after you modify an attachedTransform.

oMatrix* getTransform(const TransformMode mode)

oconst Matrix* getTransform(const TransformMode mode) const

oconst Vec3 getEyePoint_Model() const

oconst Vec3 getCenterPoint_Model() const

oconst Vec3 getLookVector_Model() const

oconst Vec3 getUpVector_Model() const

oconst Vec3 getSideVector_Model() const

oconst Matrix& getModelViewMatrix() const
Get the ModelView matrix. If a ModelTransform is supplied then the ModelView matrix is created by multipling the current LookAt by ModelTransform. Otherwise it is simply created by using the current LookAt, equivialent to using gluLookAt.

ovoid setUseNearClippingPlane(const bool use)

oconst bool getUseNearClippingPlane() const

ovoid setUseFarClippingPlane(const bool use)

oconst bool getUseFarClippingPlane() const

oconst ClippingVolume& getClippingVolume() const
get the view frustum clipping in model coordinates

oconst bool project(const Vec3& obj, const int* viewport, Vec3& win) const
Map object coordinates into windows coordinates. Equivilant to gluProject(...).

oconst bool unproject(const Vec3& win, const int* viewport, Vec3& obj) const
Map window coordinates into object coordinates. Equivilant to gluUnProject(...).

o Camera(const Camera&)

oCamera& operator=(const Camera&)

oProjectionType _projectionType

odouble _left

odouble _right

odouble _bottom

odouble _top

odouble _zNear

odouble _zFar

oLookAtType _lookAtType

oVec3 _eye

oVec3 _center

oVec3 _up

odouble _focalLength

oTransformMode _attachedTransformMode

oref_ptr<Matrix> _eyeToModelTransform

oref_ptr<Matrix> _modelToEyeTransform

obool _useNearClippingPlane

obool _useFarClippingPlane

omutable bool _dirty

omutable ref_ptr<Matrix> _projectionMatrix

omutable ref_ptr<Matrix> _modelViewMatrix

omutable ClippingVolume _clippingVolume

omutable ref_ptr<Matrix> _MP

omutable ref_ptr<Matrix> _inverseMP

ovoid calculateMatricesAndClippingVolume() const


This class has no child classes.

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