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NAME

       tlp::Camera -

SYNOPSIS

       #include <Camera.h>

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

Constructor & Destructor Documentation

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

Member Function Documentation

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

Author

       Generated automatically by Doxygen for Tulip Open GL Library from the
       source code.