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::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
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
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