716 lines
38 KiB
HTML
716 lines
38 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class SG_EXPORT osg::Camera</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Camera</A></H2></H2><BLOCKQUOTE>Camera class for encapsulating the view position and orientation and projection (lens) used.</BLOCKQUOTE>
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<HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
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<param name=classes value="CReferenced,MReferenced.html,CCamera,MCamera.html">
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<param name=before value="M,M">
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<param name=after value="Md_,M">
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<param name=indent value="0,1">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.25.1">Camera</A></B>(<!1><A HREF="DisplaySettings.html">DisplaySettings</A>* ds=NULL)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.25.2">Camera</A></B>(const <!1><A HREF="Camera.html#DOC.2.25.2">Camera</A>&)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html">Camera</A>& <B><A HREF="#DOC.2.25.3">operator=</A></B>(const <!1><A HREF="Camera.html">Camera</A>&)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.25.4">~Camera</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Camera.html#DOC.2.25.5">ProjectionType</A> <B><A HREF="#DOC.2.25.6">getProjectionType</A></B>() const
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<DD><I>Get the projection type set by setOtho,setOtho2D,setFrustum, and set perspective methods</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.7">setOrtho</A></B>(const double <!1><A HREF="Camera.html#DOC.2.25.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.25.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.25.20">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.25.21">top</A>, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)
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<DD><I>Set a orthographic projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.8">setOrtho2D</A></B>(const double <!1><A HREF="Camera.html#DOC.2.25.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.25.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.25.20">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.25.21">top</A>)
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<DD><I>Set a 2D orthographic projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.9">setFrustum</A></B>(const double <!1><A HREF="Camera.html#DOC.2.25.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.25.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.25.20">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.25.21">top</A>, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)
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<DD><I>Set a perspective projection.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.10">setPerspective</A></B>(const double fovy, const double <!1><A HREF="Viewport.html#DOC.2.153.12">aspectRatio</A>, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)
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<DD><I>Set a symmetrical perspective projection, See gluPerspective for further details.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.11">setFOV</A></B>(const double fovx, const double fovy, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)
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<DD><I>Set a sysmmetical perspective projection using field of view</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.12">setNearFar</A></B>(const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)
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<DD><I>Set the near and far clipping planes</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.14">setAdjustAspectRatioMode</A></B>(const <!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> aam)
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<DD><I>Set the way that the vertical or horizontal dimensions of the window are adjusted on a resize.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> <B><A HREF="#DOC.2.25.15">getAdjustAspectRatioMode</A></B>() const
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<DD><I>Get the way that the vertical or horizontal dimensions of the window are adjusted on a resize.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.16">adjustAspectRatio</A></B>(const double newAspectRatio)
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<DD><I>Adjust the clipping planes to account for a new window aspect ratio.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.17">adjustAspectRatio</A></B>(const double newAspectRatio, const <!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> aa)
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<DD><I>Adjust the clipping planes to account for a new window aspect ratio.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.18">left</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.19">right</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.20">bottom</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.21">top</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.22">zNear</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.23">zFar</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.24">calc_fovy</A></B>() const
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<DD><I>Calculate and return the equivalent fovx for the current project setting.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.25">calc_fovx</A></B>() const
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<DD><I>Calculate and return the equivalent fovy for the current project setting.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.25.26">calc_aspectRatio</A></B>() const
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<DD><I>Calculate and return the projection aspect ratio.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Camera.html#DOC.2.25.27">LookAtType</A> <B><A HREF="#DOC.2.25.28">getLookAtType</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.29">home</A></B>()
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<DD><I> hardwired home view for now, looking straight down the Z axis at the origin, with 'up' being the y axis</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.30">setView</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& eyePoint, const <!1><A HREF="Vec3.html">Vec3</A>& lookPoint, const <!1><A HREF="Vec3.html">Vec3</A>& upVector)
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<DD><I> Set the View, the up vector should be orthogonal to the look vector.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.31">setLookAt</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.9.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</A>& up)
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<DD><I>set the position and orientation of the camera, using the same convention as gluLookAt</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.32">setLookAt</A></B>(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)
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<DD><I>set the position and orientation of the camera, using the same convention as gluLookAt</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.33">transformLookAt</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>& matrix)
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<DD><I>post multiple the existing eye point and orientation by matrix.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.34">ensureOrthogonalUpVector</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>& <B><A HREF="#DOC.2.25.35">getEyePoint</A></B>() const
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<DD><I>get the eye point.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>& <B><A HREF="#DOC.2.25.36">getCenterPoint</A></B>() const
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<DD><I>get the center point.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>& <B><A HREF="#DOC.2.25.37">getUpVector</A></B>() const
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<DD><I>get the up vector </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.25.38">getLookVector</A></B>() const
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<DD><I>calculate look vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.25.39">getSideVector</A></B>() const
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<DD><I>calculate side vector</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.25.40">getLookDistance</A></B>() const
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<DD><I>calculate the look distance which is the distance between the eye and the center</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.42">attachTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> mode, <!1><A HREF="Matrix.html">Matrix</A>* modelTransform=0)
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<DD><I>Attach a transform matrix which is applied after the camera look at.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrix.html">Matrix</A>* <B><A HREF="#DOC.2.25.43">getTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> mode)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">Matrix</A>* <B><A HREF="#DOC.2.25.44">getTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> mode) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.46">setFusionDistanceMode</A></B>(<!1><A HREF="Camera.html#DOC.2.25.45">FusionDistanceMode</A> mode)
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<DD><I>Set the mode of the fusion distance function which in use to calculate the fusion distance used in stereo rendering.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.25.45">FusionDistanceMode</A> <B><A HREF="#DOC.2.25.47">getFusionDistanceMode</A></B>() const
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<DD><I>Get the mode of the fusion distance function</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.48">setFusionDistanceRatio</A></B>(float ratio)
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<DD><I>Set the ratio of the fusion distance function which in use to calculate the fusion distance used in stereo rendering.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.25.49">getFusionDistanceRatio</A></B>() const
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<DD><I>Get the ratio of the fusion distance function</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.25.50">getFusionDistance</A></B>() const
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<DD><I>Calculate and return the fusion distance, using the FusionDistanceFunction</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.51">setScreenDistance</A></B>(float screenDistance)
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<DD><I>Set the physical distance between the viewers eyes and the display system.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.25.52">getScreenDistance</A></B>() const
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<DD><I>Get the physical distance between the viewers eyes and the display system</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">Matrix</A> <B><A HREF="#DOC.2.25.53">getProjectionMatrix</A></B>() const
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<DD><I>Get the Projection Matrix</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">Matrix</A> <B><A HREF="#DOC.2.25.54">getModelViewMatrix</A></B>() const
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<DD><I>Get the ModelView matrix.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Polytope.html">Polytope</A> <B><A HREF="#DOC.2.25.55">getViewFrustum</A></B>() const
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<DD><I>Get the camera view frustum</I>
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</DL></P>
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.25.5">ProjectionType</A></B>
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<DD><I>Range of projection types.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.25.13">AdjustAspectRatioMode</A></B>
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<DD><I>Use in combination with adjustAspectRatio, to control the change in frustum clipping planes to account for changes in windows aspect ratio,</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.25.27">LookAtType</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.25.41">TransformMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.25.45">FusionDistanceMode</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.25.5">ProjectionType</A> <B><A HREF="#DOC.2.25.57">_projectionType</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> <B><A HREF="#DOC.2.25.58">_adjustAspectRatioMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.59">_left</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.60">_right</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.61">_bottom</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.62">_top</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.63">_zNear</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.64">_zFar</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.25.27">LookAtType</A> <B><A HREF="#DOC.2.25.65">_lookAtType</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.25.66">_eye</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.25.67">_center</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.25.68">_up</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> <B><A HREF="#DOC.2.25.69">_attachedTransformMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.25.70">_eyeToModelTransform</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.25.71">_modelToEyeTransform</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.25.72">_screenDistance</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.25.45">FusionDistanceMode</A> <B><A HREF="#DOC.2.25.73">_fusionDistanceMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.25.74">_fusionDistanceRatio</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.25.56">copy</A></B>(const <!1><A HREF="Camera.html">Camera</A>&)
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>& <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>unref_nodelete</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
|
|
</DL></P>
|
|
|
|
<P><DL>
|
|
<DT><H3>Protected Fields</H3><DD><DT>
|
|
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
|
|
</DL></P>
|
|
|
|
</DL>
|
|
|
|
<A NAME="DOC.DOCU"></A>
|
|
<HR>
|
|
<H2>Documentation</H2>
|
|
<BLOCKQUOTE>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
|
|
respectively.</BLOCKQUOTE>
|
|
<DL>
|
|
|
|
<A NAME="Camera"></A>
|
|
<A NAME="DOC.2.25.1"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Camera(<!1><A HREF="DisplaySettings.html">DisplaySettings</A>* ds=NULL)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="Camera"></A>
|
|
<A NAME="DOC.2.25.2"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Camera(const <!1><A HREF="Camera.html#DOC.2.25.2">Camera</A>&)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator="></A>
|
|
<A NAME="DOC.2.25.3"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html">Camera</A>& operator=(const <!1><A HREF="Camera.html">Camera</A>&)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="~Camera"></A>
|
|
<A NAME="DOC.2.25.4"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Camera()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ProjectionType"></A>
|
|
<A NAME="DOC.2.25.5"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ProjectionType</B></TT>
|
|
<DD>Range of projection types.
|
|
ORTHO2D is a special case of ORTHO where the near and far planes
|
|
are equal to -1 and 1 respectively.
|
|
PERSPECTIVE is a special case of FRUSTUM where the left & right
|
|
and bottom and top and symmetrical.
|
|
<DL><DT><DD></DL><P><DL>
|
|
|
|
<A NAME="ORTHO"></A>
|
|
<A NAME="DOC.2.25.5.1"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ORTHO</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ORTHO2D"></A>
|
|
<A NAME="DOC.2.25.5.2"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ORTHO2D</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="FRUSTUM"></A>
|
|
<A NAME="DOC.2.25.5.3"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRUSTUM</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="PERSPECTIVE"></A>
|
|
<A NAME="DOC.2.25.5.4"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PERSPECTIVE</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<A NAME="getProjectionType"></A>
|
|
<A NAME="DOC.2.25.6"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.25.5">ProjectionType</A> getProjectionType() const </B></TT>
|
|
<DD>Get the projection type set by setOtho,setOtho2D,setFrustum,
|
|
and set perspective methods
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setOrtho"></A>
|
|
<A NAME="DOC.2.25.7"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setOrtho(const double <!1><A HREF="Camera.html#DOC.2.25.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.25.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.25.20">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.25.21">top</A>, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)</B></TT>
|
|
<DD>Set a orthographic projection. See glOrtho for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setOrtho2D"></A>
|
|
<A NAME="DOC.2.25.8"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setOrtho2D(const double <!1><A HREF="Camera.html#DOC.2.25.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.25.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.25.20">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.25.21">top</A>)</B></TT>
|
|
<DD>Set a 2D orthographic projection. See gluOrtho2D for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setFrustum"></A>
|
|
<A NAME="DOC.2.25.9"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFrustum(const double <!1><A HREF="Camera.html#DOC.2.25.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.25.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.25.20">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.25.21">top</A>, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)</B></TT>
|
|
<DD>Set a perspective projection. See glFrustum for further details.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setPerspective"></A>
|
|
<A NAME="DOC.2.25.10"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setPerspective(const double fovy, const double <!1><A HREF="Viewport.html#DOC.2.153.12">aspectRatio</A>, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)</B></TT>
|
|
<DD>Set a symmetrical perspective projection, See gluPerspective for further details.
|
|
Aspect ratio is defined as width/height.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setFOV"></A>
|
|
<A NAME="DOC.2.25.11"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFOV(const double fovx, const double fovy, const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)</B></TT>
|
|
<DD>Set a sysmmetical perspective projection using field of view
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setNearFar"></A>
|
|
<A NAME="DOC.2.25.12"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNearFar(const double <!1><A HREF="Camera.html#DOC.2.25.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.25.23">zFar</A>)</B></TT>
|
|
<DD>Set the near and far clipping planes
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="AdjustAspectRatioMode"></A>
|
|
<A NAME="DOC.2.25.13"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum AdjustAspectRatioMode</B></TT>
|
|
<DD>Use in combination with adjustAspectRatio, to control
|
|
the change in frustum clipping planes to account for
|
|
changes in windows aspect ratio,
|
|
<DL><DT><DD></DL><P><DL>
|
|
|
|
<A NAME="ADJUST_VERTICAL"></A>
|
|
<A NAME="DOC.2.25.13.1"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ADJUST_VERTICAL</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ADJUST_HORIZONTAL"></A>
|
|
<A NAME="DOC.2.25.13.2"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ADJUST_HORIZONTAL</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ADJUST_NONE"></A>
|
|
<A NAME="DOC.2.25.13.3"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ADJUST_NONE</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<A NAME="setAdjustAspectRatioMode"></A>
|
|
<A NAME="DOC.2.25.14"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAdjustAspectRatioMode(const <!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> aam)</B></TT>
|
|
<DD>Set the way that the vertical or horizontal dimensions of the window
|
|
are adjusted on a resize.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getAdjustAspectRatioMode"></A>
|
|
<A NAME="DOC.2.25.15"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> getAdjustAspectRatioMode() const </B></TT>
|
|
<DD>Get the way that the vertical or horizontal dimensions of the window
|
|
are adjusted on a resize.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="adjustAspectRatio"></A>
|
|
<A NAME="DOC.2.25.16"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void adjustAspectRatio(const double newAspectRatio)</B></TT>
|
|
<DD>Adjust the clipping planes to account for a new window aspect ratio.
|
|
Typically used after resizing a window. Aspect ratio is defined as
|
|
width/height.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="adjustAspectRatio"></A>
|
|
<A NAME="DOC.2.25.17"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void adjustAspectRatio(const double newAspectRatio, const <!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> aa)</B></TT>
|
|
<DD>Adjust the clipping planes to account for a new window aspect ratio.
|
|
Typicall used after resizeing a window. Aspect ratio is defined as
|
|
width/height.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="left"></A>
|
|
<A NAME="DOC.2.25.18"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double left() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="right"></A>
|
|
<A NAME="DOC.2.25.19"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double right() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="bottom"></A>
|
|
<A NAME="DOC.2.25.20"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double bottom() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="top"></A>
|
|
<A NAME="DOC.2.25.21"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double top() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="zNear"></A>
|
|
<A NAME="DOC.2.25.22"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double zNear() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="zFar"></A>
|
|
<A NAME="DOC.2.25.23"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double zFar() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="calc_fovy"></A>
|
|
<A NAME="DOC.2.25.24"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double calc_fovy() const </B></TT>
|
|
<DD>Calculate and return the equivalent fovx for the current project setting.
|
|
This value is only valid for when a symmetric perspective projection exists.
|
|
i.e. getProjectionType()==PERSPECTIVE.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="calc_fovx"></A>
|
|
<A NAME="DOC.2.25.25"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double calc_fovx() const </B></TT>
|
|
<DD>Calculate and return the equivalent fovy for the current project setting.
|
|
This value is only valid for when a symmetric perspective projection exists.
|
|
i.e. getProjectionType()==PERSPECTIVE.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="calc_aspectRatio"></A>
|
|
<A NAME="DOC.2.25.26"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double calc_aspectRatio() const </B></TT>
|
|
<DD>Calculate and return the projection aspect ratio.
|
|
Aspect ratio is defined as width/height.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="LookAtType"></A>
|
|
<A NAME="DOC.2.25.27"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum LookAtType</B></TT>
|
|
<DL><DT><DD></DL><P><DL>
|
|
|
|
<A NAME="USE_HOME_POSITON"></A>
|
|
<A NAME="DOC.2.25.27.1"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_HOME_POSITON</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="USE_EYE_AND_QUATERNION"></A>
|
|
<A NAME="DOC.2.25.27.2"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_EYE_AND_QUATERNION</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="USE_EYE_CENTER_AND_UP"></A>
|
|
<A NAME="DOC.2.25.27.3"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_EYE_CENTER_AND_UP</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<A NAME="getLookAtType"></A>
|
|
<A NAME="DOC.2.25.28"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.25.27">LookAtType</A> getLookAtType() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="home"></A>
|
|
<A NAME="DOC.2.25.29"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void home()</B></TT>
|
|
<DD>
|
|
hardwired home view for now, looking straight down the
|
|
Z axis at the origin, with 'up' being the y axis
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setView"></A>
|
|
<A NAME="DOC.2.25.30"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setView(const <!1><A HREF="Vec3.html">Vec3</A>& eyePoint, const <!1><A HREF="Vec3.html">Vec3</A>& lookPoint, const <!1><A HREF="Vec3.html">Vec3</A>& upVector)</B></TT>
|
|
<DD>
|
|
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.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setLookAt"></A>
|
|
<A NAME="DOC.2.25.31"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLookAt(const <!1><A HREF="Vec3.html">Vec3</A>& eye, const <!1><A HREF="Vec3.html">Vec3</A>& <!1><A HREF="BoundingSphere.html#DOC.2.9.8">center</A>, const <!1><A HREF="Vec3.html">Vec3</A>& up)</B></TT>
|
|
<DD>set the position and orientation of the camera, using the same convention as
|
|
gluLookAt
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setLookAt"></A>
|
|
<A NAME="DOC.2.25.32"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>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)</B></TT>
|
|
<DD>set the position and orientation of the camera, using the same convention as
|
|
gluLookAt
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="transformLookAt"></A>
|
|
<A NAME="DOC.2.25.33"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void transformLookAt(const <!1><A HREF="Matrix.html">Matrix</A>& matrix)</B></TT>
|
|
<DD>post multiple the existing eye point and orientation by matrix.
|
|
note, does not affect any ModelTransforms that are applied.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="ensureOrthogonalUpVector"></A>
|
|
<A NAME="DOC.2.25.34"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void ensureOrthogonalUpVector()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getEyePoint"></A>
|
|
<A NAME="DOC.2.25.35"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>& getEyePoint() const </B></TT>
|
|
<DD>get the eye point.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getCenterPoint"></A>
|
|
<A NAME="DOC.2.25.36"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>& getCenterPoint() const </B></TT>
|
|
<DD>get the center point.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getUpVector"></A>
|
|
<A NAME="DOC.2.25.37"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>& getUpVector() const </B></TT>
|
|
<DD>get the up vector
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLookVector"></A>
|
|
<A NAME="DOC.2.25.38"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getLookVector() const </B></TT>
|
|
<DD>calculate look vector
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getSideVector"></A>
|
|
<A NAME="DOC.2.25.39"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getSideVector() const </B></TT>
|
|
<DD>calculate side vector
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLookDistance"></A>
|
|
<A NAME="DOC.2.25.40"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getLookDistance() const </B></TT>
|
|
<DD>calculate the look distance which is the distance between the eye and the center
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="TransformMode"></A>
|
|
<A NAME="DOC.2.25.41"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum TransformMode</B></TT>
|
|
<DL><DT><DD></DL><P><DL>
|
|
|
|
<A NAME="EYE_TO_MODEL"></A>
|
|
<A NAME="DOC.2.25.41.1"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EYE_TO_MODEL</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="MODEL_TO_EYE"></A>
|
|
<A NAME="DOC.2.25.41.2"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MODEL_TO_EYE</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="NO_ATTACHED_TRANSFORM"></A>
|
|
<A NAME="DOC.2.25.41.3"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NO_ATTACHED_TRANSFORM</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<A NAME="attachTransform"></A>
|
|
<A NAME="DOC.2.25.42"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void attachTransform(const <!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> mode, <!1><A HREF="Matrix.html">Matrix</A>* modelTransform=0)</B></TT>
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<DD>Attach a transform matrix which is applied after the camera look at.
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The attached matrix can work in two ways, either as transform of the eye
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into the model coordinates - EYE_TO_MODEL, or as a transform of the
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model to the eye - MODEL_TO_EYE. The former is equivalent to attaching
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a camera internal to the scene graph. The later is equivalent to adding
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a osg::Transform at root of the scene to move the scene to the eye point.
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Typical used in conjunction with the LookAt position set to home,
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in which case it is simply treated as a model view matrix.
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If the same behavior as IRIS Performer's setViewMat is desired
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then set the LookAt to be (0,0,0),(0,1,0),(0,0,1) since Performer's
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default direction is along the y axis, unlike OpenGL and the default OSG.
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If modelTransfor is NULL then do not use any model transform - just use the
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basic LookAt values.
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note: Camera internals maintains the both EYE_TO_MODEL and MODEL_TO_EYE
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internally and ensures that they are the inverse of one another.
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<DL><DT><DD></DL><P>
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<A NAME="getTransform"></A>
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<A NAME="DOC.2.25.43"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrix.html">Matrix</A>* getTransform(const <!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> mode)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getTransform"></A>
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<A NAME="DOC.2.25.44"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A>* getTransform(const <!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> mode) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="FusionDistanceMode"></A>
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<A NAME="DOC.2.25.45"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum FusionDistanceMode</B></TT>
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<DL><DT><DD></DL><P><DL>
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<A NAME="PROPORTIONAL_TO_LOOK_DISTANCE"></A>
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<A NAME="DOC.2.25.45.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PROPORTIONAL_TO_LOOK_DISTANCE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="PROPORTIONAL_TO_SCREEN_DISTANCE"></A>
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<A NAME="DOC.2.25.45.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PROPORTIONAL_TO_SCREEN_DISTANCE</B></TT>
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<DL><DT><DD></DL><P></DL>
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<A NAME="setFusionDistanceMode"></A>
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<A NAME="DOC.2.25.46"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFusionDistanceMode(<!1><A HREF="Camera.html#DOC.2.25.45">FusionDistanceMode</A> mode)</B></TT>
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<DD>Set the mode of the fusion distance function which in use to calculate the
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|
fusion distance used in stereo rendering. Default value is
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|
PROPORTIONAL_TO_LOOK_DISTANCE. Use in conjunction with setFusionDistanceRatio(float).
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|
<DL><DT><DD></DL><P>
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|
<A NAME="getFusionDistanceMode"></A>
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|
<A NAME="DOC.2.25.47"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.25.45">FusionDistanceMode</A> getFusionDistanceMode() const </B></TT>
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|
<DD>Get the mode of the fusion distance function
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|
<DL><DT><DD></DL><P>
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|
<A NAME="setFusionDistanceRatio"></A>
|
|
<A NAME="DOC.2.25.48"></A>
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|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFusionDistanceRatio(float ratio)</B></TT>
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|
<DD>Set the ratio of the fusion distance function which in use to calculate the
|
|
fusion distance used in stereo rendering. Default value is 1.0f
|
|
Use in conjunction with setFusionDistanceMode(..).
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="getFusionDistanceRatio"></A>
|
|
<A NAME="DOC.2.25.49"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getFusionDistanceRatio() const </B></TT>
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|
<DD>Get the ratio of the fusion distance function
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="getFusionDistance"></A>
|
|
<A NAME="DOC.2.25.50"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getFusionDistance() const </B></TT>
|
|
<DD>Calculate and return the fusion distance, using the FusionDistanceFunction
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setScreenDistance"></A>
|
|
<A NAME="DOC.2.25.51"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setScreenDistance(float screenDistance)</B></TT>
|
|
<DD>Set the physical distance between the viewers eyes and the display system.
|
|
Note, only used when rendering in stereo.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getScreenDistance"></A>
|
|
<A NAME="DOC.2.25.52"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getScreenDistance() const </B></TT>
|
|
<DD>Get the physical distance between the viewers eyes and the display system
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getProjectionMatrix"></A>
|
|
<A NAME="DOC.2.25.53"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A> getProjectionMatrix() const </B></TT>
|
|
<DD>Get the Projection Matrix
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getModelViewMatrix"></A>
|
|
<A NAME="DOC.2.25.54"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A> getModelViewMatrix() const </B></TT>
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|
<DD>Get the ModelView matrix.
|
|
If a ModelTransform is supplied then the ModelView matrix is
|
|
created by multiplying the current LookAt by ModelTransform.
|
|
Otherwise it is simply created by using the current LookAt,
|
|
equivalent to using gluLookAt.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getViewFrustum"></A>
|
|
<A NAME="DOC.2.25.55"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Polytope.html">Polytope</A> getViewFrustum() const </B></TT>
|
|
<DD>Get the camera view frustum
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="copy"></A>
|
|
<A NAME="DOC.2.25.56"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void copy(const <!1><A HREF="Camera.html">Camera</A>&)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_projectionType"></A>
|
|
<A NAME="DOC.2.25.57"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.25.5">ProjectionType</A> _projectionType</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_adjustAspectRatioMode"></A>
|
|
<A NAME="DOC.2.25.58"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.25.13">AdjustAspectRatioMode</A> _adjustAspectRatioMode</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_left"></A>
|
|
<A NAME="DOC.2.25.59"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _left</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_right"></A>
|
|
<A NAME="DOC.2.25.60"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _right</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_bottom"></A>
|
|
<A NAME="DOC.2.25.61"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _bottom</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_top"></A>
|
|
<A NAME="DOC.2.25.62"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _top</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_zNear"></A>
|
|
<A NAME="DOC.2.25.63"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zNear</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_zFar"></A>
|
|
<A NAME="DOC.2.25.64"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zFar</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_lookAtType"></A>
|
|
<A NAME="DOC.2.25.65"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.25.27">LookAtType</A> _lookAtType</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_eye"></A>
|
|
<A NAME="DOC.2.25.66"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _eye</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_center"></A>
|
|
<A NAME="DOC.2.25.67"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _center</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_up"></A>
|
|
<A NAME="DOC.2.25.68"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _up</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_attachedTransformMode"></A>
|
|
<A NAME="DOC.2.25.69"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.25.41">TransformMode</A> _attachedTransformMode</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_eyeToModelTransform"></A>
|
|
<A NAME="DOC.2.25.70"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _eyeToModelTransform</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_modelToEyeTransform"></A>
|
|
<A NAME="DOC.2.25.71"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _modelToEyeTransform</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_screenDistance"></A>
|
|
<A NAME="DOC.2.25.72"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _screenDistance</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_fusionDistanceMode"></A>
|
|
<A NAME="DOC.2.25.73"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.25.45">FusionDistanceMode</A> _fusionDistanceMode</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_fusionDistanceRatio"></A>
|
|
<A NAME="DOC.2.25.74"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _fusionDistanceRatio</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<HR><DL><DT><B>This class has no child classes.</B></DL>
|
|
|
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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<BR>
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This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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