Reference

tlp_Camera(3tulip)

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 camera's 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 camera's 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 camera's 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 camera's 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 camera's 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

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