tlp_Camera3tulip
Usage
#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 ¢er)
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)