891 lines
49 KiB
HTML
891 lines
49 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.2.20.1">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.2.20.2">Camera</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.2">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.2.20.3">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.2.20.4">~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.2.20.5">ProjectionType</A> <B><A HREF="#DOC.2.20.6">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.2.20.7">setOrtho</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.21">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.20">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.8">setOrtho2D</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.21">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.20">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.2.20.9">setFrustum</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.21">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.20">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.10">setPerspective</A></B>(const double fovy, const double <!1><A HREF="Viewport.html#DOC.2.117.12">aspectRatio</A>, const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.11">setFOV</A></B>(const double fovx, const double fovy, const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.12">setNearFar</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.14">setAdjustAspectRatioMode</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.13">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.2.20.13">AdjustAspectRatioMode</A> <B><A HREF="#DOC.2.20.15">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.2.20.16">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.2.20.17">adjustAspectRatio</A></B>(const double newAspectRatio, const <!1><A HREF="Camera.html#DOC.2.20.13">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.2.20.18">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.2.20.19">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.2.20.20">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.2.20.21">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.2.20.22">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.2.20.23">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.2.20.24">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.2.20.25">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.2.20.26">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="Matrix.html">Matrix</A>& <B><A HREF="#DOC.2.20.27">getProjectionMatrix</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Camera.html#DOC.2.20.28">LookAtType</A> <B><A HREF="#DOC.2.20.29">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.2.20.30">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.2.20.31">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.2.20.32">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.2.4.8">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.2.20.33">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.2.20.34">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.2.20.35">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.2.20.36">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.2.20.37">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.2.20.38">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.2.20.39">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.2.20.40">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.2.20.41">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.2.20.43">attachTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.42">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>void <B><A HREF="#DOC.2.20.44">dirtyTransform</A></B>()
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<DD><I>must be called after you modify an attachedTransform.</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.2.20.45">getTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.42">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.2.20.46">getTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.42">TransformMode</A> mode) const
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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.2.20.47">getEyePoint_Model</A></B>() const
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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.2.20.48">getCenterPoint_Model</A></B>() const
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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.2.20.49">getLookVector_Model</A></B>() const
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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.2.20.50">getUpVector_Model</A></B>() const
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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.2.20.51">getSideVector_Model</A></B>() const
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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.2.20.52">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>void <B><A HREF="#DOC.2.20.53">setUseNearClippingPlane</A></B>(const bool use)
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<DD><I>Switch on/off the use of the near clipping plane which creating the getClippingVolume(), uses the camera _znear value for the position of the near clipping plane.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.54">getUseNearClippingPlane</A></B>() const
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<DD><I>get whether the ClippingVolume uses a near clipping plane</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.55">setUseFarClippingPlane</A></B>(const bool use)
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<DD><I>Switch on/off the use of the far clipping plane which creating the getClippingVolume(), uses the camera _zfar value for the position of the far clipping plane.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.56">getUseFarClippingPlane</A></B>() const
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<DD><I>Get whether the ClippingVolume uses a far clipping plane</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>& <B><A HREF="#DOC.2.20.57">getClippingVolume</A></B>() const
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<DD><I>get the view frustum clipping in model coordinates </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.58">project</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& obj, const <!1><A HREF="Viewport.html">Viewport</A>& viewport, <!1><A HREF="Vec3.html">Vec3</A>& win) const
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<DD><I>Map object coordinates into windows coordinates.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.59">unproject</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& win, const <!1><A HREF="Viewport.html">Viewport</A>& viewport, <!1><A HREF="Vec3.html">Vec3</A>& obj) const
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<DD><I>Map window coordinates into object coordinates.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.61">setFusionDistanceMode</A></B>(<!1><A HREF="Camera.html#DOC.2.20.60">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.2.20.60">FusionDistanceMode</A> <B><A HREF="#DOC.2.20.62">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.2.20.63">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.2.20.64">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.2.20.65">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.2.20.66">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.2.20.67">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>void <B><A HREF="#DOC.2.20.68">adjustEyeOffsetForStereo</A></B>(const <!1><A HREF="Vec3.html">osg::Vec3</A>& offset)
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<DD><I>Convinience method for adjusting the project and model view to account for and eye offset, as used in stereo work, assumes that the users will use a seperate camera for each eye, adjustEyePointForStereo() being used to specialize the camera for each eye view</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.20.69">apply</A></B>(<!1><A HREF="State.html">State</A>& state)
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<DD><I>Set up the OpenGL projection and model view matrices</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.2.20.5">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.2.20.13">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.2.20.28">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.2.20.42">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.2.20.60">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.2.20.5">ProjectionType</A> <B><A HREF="#DOC.2.20.71">_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.2.20.13">AdjustAspectRatioMode</A> <B><A HREF="#DOC.2.20.72">_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.2.20.73">_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.2.20.74">_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.2.20.75">_bottom</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.76">_top</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.77">_zNear</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.78">_zFar</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.20.28">LookAtType</A> <B><A HREF="#DOC.2.20.79">_lookAtType</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.80">_eye</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.81">_center</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.82">_up</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.20.42">TransformMode</A> <B><A HREF="#DOC.2.20.83">_attachedTransformMode</A></B>
|
|
<DT>
|
|
<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.2.20.84">_eyeToModelTransform</A></B>
|
|
<DT>
|
|
<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.2.20.85">_modelToEyeTransform</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.20.86">_useNearClippingPlane</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.20.87">_useFarClippingPlane</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable bool <B><A HREF="#DOC.2.20.88">_dirty</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.20.89">_projectionMatrix</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.20.90">_modelViewMatrix</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ClippingVolume.html">ClippingVolume</A> <B><A HREF="#DOC.2.20.91">_clippingVolume</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.20.92">_mp</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.20.93">_inversemp</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.20.95">_useEyeOffset</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">osg::Vec3</A> <B><A HREF="#DOC.2.20.96">_eyeOffset</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.20.97">_screenDistance</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.20.60">FusionDistanceMode</A> <B><A HREF="#DOC.2.20.98">_fusionDistanceMode</A></B>
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.20.99">_fusionDistanceRatio</A></B>
|
|
</DL></P>
|
|
|
|
<P><DL>
|
|
<DT><H3>Protected Methods</H3><DD><DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.70">copy</A></B>(const <!1><A HREF="Camera.html">Camera</A>&)
|
|
<DT>
|
|
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.94">calculateMatricesAndClippingVolume</A></B>() const
|
|
</DL></P>
|
|
|
|
</DL>
|
|
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
|
|
<DL>
|
|
<P><DL>
|
|
<DT><H3>Public Methods</H3><DD><DT>
|
|
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>& <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&)
|
|
<DT>
|
|
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
|
|
<DT>
|
|
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
|
|
<DT>
|
|
<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.2.20.1"></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.2.20.2"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Camera(const <!1><A HREF="Camera.html#DOC.2.20.2">Camera</A>&)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator="></A>
|
|
<A NAME="DOC.2.20.3"></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.2.20.4"></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.2.20.5"></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.2.20.5.1"></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.2.20.5.2"></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.2.20.5.3"></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.2.20.5.4"></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.2.20.6"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.20.5">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.2.20.7"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setOrtho(const double <!1><A HREF="Camera.html#DOC.2.20.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.21">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.20">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.8"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setOrtho2D(const double <!1><A HREF="Camera.html#DOC.2.20.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.21">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.20">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.2.20.9"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFrustum(const double <!1><A HREF="Camera.html#DOC.2.20.18">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.19">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.21">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.20">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.10"></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.2.117.12">aspectRatio</A>, const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.11"></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.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">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.2.20.12"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNearFar(const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">zFar</A>)</B></TT>
|
|
<DD>Set the near and far clipping planes
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="AdjustAspectRatioMode"></A>
|
|
<A NAME="DOC.2.20.13"></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.2.20.13.1"></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.2.20.13.2"></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.2.20.13.3"></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.2.20.14"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAdjustAspectRatioMode(const <!1><A HREF="Camera.html#DOC.2.20.13">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.2.20.15"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.20.13">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.2.20.16"></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.2.20.17"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void adjustAspectRatio(const double newAspectRatio, const <!1><A HREF="Camera.html#DOC.2.20.13">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.2.20.18"></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.2.20.19"></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="top"></A>
|
|
<A NAME="DOC.2.20.20"></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="bottom"></A>
|
|
<A NAME="DOC.2.20.21"></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="zNear"></A>
|
|
<A NAME="DOC.2.20.22"></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.2.20.23"></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.2.20.24"></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.2.20.25"></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.2.20.26"></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="getProjectionMatrix"></A>
|
|
<A NAME="DOC.2.20.27"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A>& getProjectionMatrix() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="LookAtType"></A>
|
|
<A NAME="DOC.2.20.28"></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.2.20.28.1"></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.2.20.28.2"></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.2.20.28.3"></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.2.20.29"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.20.28">LookAtType</A> getLookAtType() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="home"></A>
|
|
<A NAME="DOC.2.20.30"></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.2.20.31"></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.2.20.32"></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.2.4.8">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.2.20.33"></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.2.20.34"></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.2.20.35"></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.2.20.36"></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.2.20.37"></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.2.20.38"></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.2.20.39"></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.2.20.40"></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.2.20.41"></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.2.20.42"></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.2.20.42.1"></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.2.20.42.2"></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.2.20.42.3"></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.2.20.43"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void attachTransform(const <!1><A HREF="Camera.html#DOC.2.20.42">TransformMode</A> mode, <!1><A HREF="Matrix.html">Matrix</A>* modelTransform=0)</B></TT>
|
|
<DD>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 equivalent to attaching
|
|
a camera internal to the scene graph. The later is equivalent 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 behavior 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.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="dirtyTransform"></A>
|
|
<A NAME="DOC.2.20.44"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void dirtyTransform()</B></TT>
|
|
<DD>must be called after you modify an attachedTransform.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getTransform"></A>
|
|
<A NAME="DOC.2.20.45"></A>
|
|
<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.2.20.42">TransformMode</A> mode)</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getTransform"></A>
|
|
<A NAME="DOC.2.20.46"></A>
|
|
<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.2.20.42">TransformMode</A> mode) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getEyePoint_Model"></A>
|
|
<A NAME="DOC.2.20.47"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getEyePoint_Model() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getCenterPoint_Model"></A>
|
|
<A NAME="DOC.2.20.48"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getCenterPoint_Model() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getLookVector_Model"></A>
|
|
<A NAME="DOC.2.20.49"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getLookVector_Model() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getUpVector_Model"></A>
|
|
<A NAME="DOC.2.20.50"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getUpVector_Model() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getSideVector_Model"></A>
|
|
<A NAME="DOC.2.20.51"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getSideVector_Model() const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getModelViewMatrix"></A>
|
|
<A NAME="DOC.2.20.52"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A>& getModelViewMatrix() const </B></TT>
|
|
<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="setUseNearClippingPlane"></A>
|
|
<A NAME="DOC.2.20.53"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setUseNearClippingPlane(const bool use)</B></TT>
|
|
<DD>Switch on/off the use of the near clipping plane which creating the
|
|
getClippingVolume(), uses the camera _znear value for the position of the
|
|
near clipping plane. By default this value is off.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getUseNearClippingPlane"></A>
|
|
<A NAME="DOC.2.20.54"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool getUseNearClippingPlane() const </B></TT>
|
|
<DD>get whether the ClippingVolume uses a near clipping plane
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setUseFarClippingPlane"></A>
|
|
<A NAME="DOC.2.20.55"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setUseFarClippingPlane(const bool use)</B></TT>
|
|
<DD>Switch on/off the use of the far clipping plane which creating the
|
|
getClippingVolume(), uses the camera _zfar value for the position
|
|
of the far clipping plane. By default this value is off.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getUseFarClippingPlane"></A>
|
|
<A NAME="DOC.2.20.56"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool getUseFarClippingPlane() const </B></TT>
|
|
<DD>Get whether the ClippingVolume uses a far clipping plane
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getClippingVolume"></A>
|
|
<A NAME="DOC.2.20.57"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>& getClippingVolume() const </B></TT>
|
|
<DD>get the view frustum clipping in model coordinates
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="project"></A>
|
|
<A NAME="DOC.2.20.58"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool project(const <!1><A HREF="Vec3.html">Vec3</A>& obj, const <!1><A HREF="Viewport.html">Viewport</A>& viewport, <!1><A HREF="Vec3.html">Vec3</A>& win) const </B></TT>
|
|
<DD>Map object coordinates into windows coordinates.
|
|
Equivalent to gluProject(...).
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="unproject"></A>
|
|
<A NAME="DOC.2.20.59"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool unproject(const <!1><A HREF="Vec3.html">Vec3</A>& win, const <!1><A HREF="Viewport.html">Viewport</A>& viewport, <!1><A HREF="Vec3.html">Vec3</A>& obj) const </B></TT>
|
|
<DD>Map window coordinates into object coordinates.
|
|
Equivalent to gluUnProject(...).
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="FusionDistanceMode"></A>
|
|
<A NAME="DOC.2.20.60"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum FusionDistanceMode</B></TT>
|
|
<DL><DT><DD></DL><P><DL>
|
|
|
|
<A NAME="PROPORTIONAL_TO_LOOK_DISTANCE"></A>
|
|
<A NAME="DOC.2.20.60.1"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PROPORTIONAL_TO_LOOK_DISTANCE</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="PROPORTIONAL_TO_SCREEN_DISTANCE"></A>
|
|
<A NAME="DOC.2.20.60.2"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PROPORTIONAL_TO_SCREEN_DISTANCE</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<A NAME="setFusionDistanceMode"></A>
|
|
<A NAME="DOC.2.20.61"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFusionDistanceMode(<!1><A HREF="Camera.html#DOC.2.20.60">FusionDistanceMode</A> mode)</B></TT>
|
|
<DD>Set the mode of the fusion distance function which in use to calculate the
|
|
fusion distance used in stereo rendering. Default value is
|
|
PROPORTIONAL_TO_LOOK_DISTANCE. Use in conjunction with setFusionDistanceRatio(float).
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getFusionDistanceMode"></A>
|
|
<A NAME="DOC.2.20.62"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.60">FusionDistanceMode</A> getFusionDistanceMode() const </B></TT>
|
|
<DD>Get the mode of the fusion distance function
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setFusionDistanceRatio"></A>
|
|
<A NAME="DOC.2.20.63"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFusionDistanceRatio(float ratio)</B></TT>
|
|
<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(..).
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getFusionDistanceRatio"></A>
|
|
<A NAME="DOC.2.20.64"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getFusionDistanceRatio() const </B></TT>
|
|
<DD>Get the ratio of the fusion distance function
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getFusionDistance"></A>
|
|
<A NAME="DOC.2.20.65"></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.2.20.66"></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.2.20.67"></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="adjustEyeOffsetForStereo"></A>
|
|
<A NAME="DOC.2.20.68"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void adjustEyeOffsetForStereo(const <!1><A HREF="Vec3.html">osg::Vec3</A>& offset)</B></TT>
|
|
<DD>Convinience method for adjusting the project and model view to account for
|
|
and eye offset, as used in stereo work, assumes that the users will use
|
|
a seperate camera for each eye, adjustEyePointForStereo() being used to
|
|
specialize the camera for each eye view
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="apply"></A>
|
|
<A NAME="DOC.2.20.69"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>& state)</B></TT>
|
|
<DD>Set up the OpenGL projection and model view matrices
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="copy"></A>
|
|
<A NAME="DOC.2.20.70"></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.2.20.71"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.5">ProjectionType</A> _projectionType</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_adjustAspectRatioMode"></A>
|
|
<A NAME="DOC.2.20.72"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.13">AdjustAspectRatioMode</A> _adjustAspectRatioMode</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_left"></A>
|
|
<A NAME="DOC.2.20.73"></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.2.20.74"></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.2.20.75"></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.2.20.76"></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.2.20.77"></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.2.20.78"></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.2.20.79"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.28">LookAtType</A> _lookAtType</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_eye"></A>
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<A NAME="DOC.2.20.80"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _eye</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_center"></A>
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<A NAME="DOC.2.20.81"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _center</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_up"></A>
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<A NAME="DOC.2.20.82"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _up</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_attachedTransformMode"></A>
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<A NAME="DOC.2.20.83"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.42">TransformMode</A> _attachedTransformMode</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_eyeToModelTransform"></A>
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<A NAME="DOC.2.20.84"></A>
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<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>
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<DL><DT><DD></DL><P>
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<A NAME="_modelToEyeTransform"></A>
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<A NAME="DOC.2.20.85"></A>
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<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>
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<DL><DT><DD></DL><P>
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<A NAME="_useNearClippingPlane"></A>
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<A NAME="DOC.2.20.86"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _useNearClippingPlane</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_useFarClippingPlane"></A>
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<A NAME="DOC.2.20.87"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _useFarClippingPlane</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_dirty"></A>
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<A NAME="DOC.2.20.88"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable bool _dirty</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_projectionMatrix"></A>
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<A NAME="DOC.2.20.89"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _projectionMatrix</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_modelViewMatrix"></A>
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<A NAME="DOC.2.20.90"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _modelViewMatrix</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_clippingVolume"></A>
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<A NAME="DOC.2.20.91"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ClippingVolume.html">ClippingVolume</A> _clippingVolume</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_mp"></A>
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<A NAME="DOC.2.20.92"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _mp</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_inversemp"></A>
|
|
<A NAME="DOC.2.20.93"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _inversemp</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="calculateMatricesAndClippingVolume"></A>
|
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<A NAME="DOC.2.20.94"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void calculateMatricesAndClippingVolume() const </B></TT>
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|
<DL><DT><DD></DL><P>
|
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<A NAME="_useEyeOffset"></A>
|
|
<A NAME="DOC.2.20.95"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _useEyeOffset</B></TT>
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|
<DL><DT><DD></DL><P>
|
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<A NAME="_eyeOffset"></A>
|
|
<A NAME="DOC.2.20.96"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">osg::Vec3</A> _eyeOffset</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="_screenDistance"></A>
|
|
<A NAME="DOC.2.20.97"></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.2.20.98"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.60">FusionDistanceMode</A> _fusionDistanceMode</B></TT>
|
|
<DL><DT><DD></DL><P>
|
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<A NAME="_fusionDistanceRatio"></A>
|
|
<A NAME="DOC.2.20.99"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _fusionDistanceRatio</B></TT>
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<DL><DT><DD></DL><P></DL>
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<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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