Camera class for encapsulating the view position and orientation and projection (lens) used.
Inheritance:
Public Methods
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Camera()
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virtual ~Camera()
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const ProjectionType getProjectionType() const
- Get the projection type set by setOtho,setOtho2D,setFrustum, and set perspective methods
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void setOrtho(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Set a orthographics projection.
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void setOrtho2D(const double left, const double right, const double bottom, const double top)
- Set a 2D orthographics projection.
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void setFrustum(const double left, const double right, const double bottom, const double top, const double zNear, const double zFar)
- Set a perspective projection.
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void setPerspective(const double fovy, const double aspectRatio, const double zNear, const double zFar)
- Set a sysmetical perspective projection, See gluPerspective for further details.
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void setNearFar(const double zNear, const double zFar)
- Set the near and far clipping planes
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void adjustAspectRatio(const double newAspectRatio, const AdjustAxis aa = ADJUST_HORIZONTAL)
- Adjust the clipping planes to account for a new window aspcect ratio.
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const double left() const
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const double right() const
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const double top() const
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const double bottom() const
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const double zNear() const
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const double zFar() const
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const double calc_fovy() const
- Calculate and return the equivilant fovx for the current project setting.
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const double calc_fovx() const
- Calculate and return the equivilant fovy for the current project setting.
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const double calc_aspectRatio() const
- Calculate and return the projection aspect ratio.
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const Matrix& getProjectionMatrix() const
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const LookAtType getLookAtType() const
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void home()
- hardwired home view for now, looking straight down the Z axis at the origin, with 'up' being the y axis
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void setView(const Vec3& eyePoint, const Vec3& lookPoint, const Vec3& upVector)
- Set the View, the up vector should be orthogonal to the look vector.
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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
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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
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void transformLookAt(const Matrix& matrix)
- post multiple the existing eye point and orientation by matrix.
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void ensureOrthogonalUpVector()
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inline const Vec3& getEyePoint() const
- get the eye point.
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inline const Vec3& getCenterPoint() const
- get the center point.
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inline const Vec3& getUpVector() const
- get the up vector
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const Vec3 getLookVector() const
- calculate look vector
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const Vec3 getSideVector() const
- calculate side vector
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inline const float getFocalLength() const
- get focal distance
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void attachTransform(const TransformMode mode, Matrix* modelTransform=0)
- Attach a transform matrix which is applied after the camera look at.
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void dirtyTransform()
- must be called after you modify an attachedTransform.
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Matrix* getTransform(const TransformMode mode)
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const Matrix* getTransform(const TransformMode mode) const
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const Vec3 getEyePoint_Model() const
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const Vec3 getCenterPoint_Model() const
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const Vec3 getLookVector_Model() const
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const Vec3 getUpVector_Model() const
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const Vec3 getSideVector_Model() const
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const Matrix& getModelViewMatrix() const
- Get the ModelView matrix.
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void setUseNearClippingPlane(const bool use)
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const bool getUseNearClippingPlane() const
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void setUseFarClippingPlane(const bool use)
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const bool getUseFarClippingPlane() const
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const ClippingVolume& getClippingVolume() const
- get the view frustum clipping in model coordinates
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const bool project(const Vec3& obj, const int* viewport, Vec3& win) const
- Map object coordinates into windows coordinates.
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const bool unproject(const Vec3& win, const int* viewport, Vec3& obj) const
- Map window coordinates into object coordinates.
Public Members
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enum ProjectionType
- Range of projection types.
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enum AdjustAxis
- Use in combination with adjustAspectRatio, to control the change in frustum clipping planes to account for changes in windows aspect ratio,
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enum LookAtType
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enum TransformMode
Protected Fields
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ProjectionType _projectionType
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double _left
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double _right
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double _bottom
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double _top
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double _zNear
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double _zFar
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LookAtType _lookAtType
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Vec3 _eye
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Vec3 _center
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Vec3 _up
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double _focalLength
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TransformMode _attachedTransformMode
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ref_ptr<Matrix> _eyeToModelTransform
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ref_ptr<Matrix> _modelToEyeTransform
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bool _useNearClippingPlane
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bool _useFarClippingPlane
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mutable bool _dirty
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mutable ref_ptr<Matrix> _projectionMatrix
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mutable ref_ptr<Matrix> _modelViewMatrix
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mutable ClippingVolume _clippingVolume
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mutable ref_ptr<Matrix> _MP
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mutable ref_ptr<Matrix> _inverseMP
Protected Methods
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Camera(const Camera&)
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Camera& operator=(const Camera&)
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void calculateMatricesAndClippingVolume() const
Public Methods
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inline Referenced& operator = (Referenced&)
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inline void ref() const
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inline void unref() const
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inline const int referenceCount() const
Protected Fields
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mutable 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.
- Camera()
- virtual ~Camera()
- enum 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.
- ORTHO
- ORTHO2D
- FRUSTUM
- PERSPECTIVE
- const ProjectionType getProjectionType() const
- Get the projection type set by setOtho,setOtho2D,setFrustum,
and set perspective methods
- void 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.
- void setOrtho2D(const double left, const double right, const double bottom, const double top)
- Set a 2D orthographics projection. See gluOrtho2D for further details.
- void 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.
- void 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.
- void setNearFar(const double zNear, const double zFar)
- Set the near and far clipping planes
- enum AdjustAxis
- Use in combination with adjustAspectRatio, to control
the change in frustum clipping planes to account for
changes in windows aspect ratio,
- ADJUST_VERTICAL
- ADJUST_HORIZONTAL
- void 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.
- const double left() const
- const double right() const
- const double top() const
- const double bottom() const
- const double zNear() const
- const double zFar() const
- const 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.
- const 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.
- const double calc_aspectRatio() const
- Calculate and return the projection aspect ratio.
Aspect ratio is defined as width/height.
- const Matrix& getProjectionMatrix() const
- enum LookAtType
- USE_HOME_POSITON
- USE_EYE_AND_QUATERNION
- USE_EYE_CENTER_AND_UP
- const LookAtType getLookAtType() const
- void home()
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hardwired home view for now, looking straight down the
Z axis at the origin, with 'up' being the y axis
- void setView(const Vec3& eyePoint, const Vec3& lookPoint, const Vec3& upVector)
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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.
- 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
- 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
- void transformLookAt(const Matrix& matrix)
- post multiple the existing eye point and orientation by matrix.
note, does not affect any ModelTransforms that are applied.
- void ensureOrthogonalUpVector()
- inline const Vec3& getEyePoint() const
- get the eye point.
- inline const Vec3& getCenterPoint() const
- get the center point.
- inline const Vec3& getUpVector() const
- get the up vector
- const Vec3 getLookVector() const
- calculate look vector
- const Vec3 getSideVector() const
- calculate side vector
- inline const float getFocalLength() const
- get focal distance
- enum TransformMode
- EYE_TO_MODEL
- MODEL_TO_EYE
- NO_ATTACHED_TRANSFORM
- void 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.
- void dirtyTransform()
- must be called after you modify an attachedTransform.
- Matrix* getTransform(const TransformMode mode)
- const Matrix* getTransform(const TransformMode mode) const
- const Vec3 getEyePoint_Model() const
- const Vec3 getCenterPoint_Model() const
- const Vec3 getLookVector_Model() const
- const Vec3 getUpVector_Model() const
- const Vec3 getSideVector_Model() const
- const 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.
- void setUseNearClippingPlane(const bool use)
- const bool getUseNearClippingPlane() const
- void setUseFarClippingPlane(const bool use)
- const bool getUseFarClippingPlane() const
- const ClippingVolume& getClippingVolume() const
- get the view frustum clipping in model coordinates
- const bool project(const Vec3& obj, const int* viewport, Vec3& win) const
- Map object coordinates into windows coordinates.
Equivilant to gluProject(...).
- const bool unproject(const Vec3& win, const int* viewport, Vec3& obj) const
- Map window coordinates into object coordinates.
Equivilant to gluUnProject(...).
- Camera(const Camera&)
- Camera& operator=(const Camera&)
- ProjectionType _projectionType
- double _left
- double _right
- double _bottom
- double _top
- double _zNear
- double _zFar
- LookAtType _lookAtType
- Vec3 _eye
- Vec3 _center
- Vec3 _up
- double _focalLength
- TransformMode _attachedTransformMode
- ref_ptr<Matrix> _eyeToModelTransform
- ref_ptr<Matrix> _modelToEyeTransform
- bool _useNearClippingPlane
- bool _useFarClippingPlane
- mutable bool _dirty
- mutable ref_ptr<Matrix> _projectionMatrix
- mutable ref_ptr<Matrix> _modelViewMatrix
- mutable ClippingVolume _clippingVolume
- mutable ref_ptr<Matrix> _MP
- mutable ref_ptr<Matrix> _inverseMP
- void calculateMatricesAndClippingVolume() const
- This class has no child classes.
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