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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, Coordcenter = Coord(0, 0, 0), Coordeyes = Coord(0, 0,
       10), Coordup = Coord(0,-1, 0), doublezoomFactor = 0.5, doublesceneRadius = 10) Constructor
   tlp::Camera::Camera (GlScene *scene, boold3) 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 (Matrix< float, 4 > &transformMatrix) [inline] Get the
       transform matrix : transformMatrix = projectionMatrix * modelviewMatrix
   void tlp::Camera::getTransformMatrix (const Vector< int, 4 > &viewport, Matrix< float, 4 >
       &transformMatrix) Get the transform 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 (xmlNodePtrrootNode) 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 (const Vector< int, 4 > &viewport, boolreset = true) Init
       projection with the gived viewport. Load identity matrix if reset is set as true
   void tlp::Camera::initProjection (boolreset = true) Init projection with the scene 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 (floatspeed) This moves the camera forward or backward depending on the
       speed
   void tlp::Camera::rotate (floatangle, floatx, floaty, floatz) 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 (doublesceneRadius) [inline] Set the scene radius
   void tlp::Camera::setUp (const Coord &up) [inline] Set the up vector
   void tlp::Camera::setWithXML (xmlNodePtrrootNode) Set the camera's data with XML
   void tlp::Camera::setZoomFactor (doublezoomFactor) [inline] Set the zoom factor
   void tlp::Camera::strafeLeftRight (floatspeed) This strafes the camera left and right
       depending on the speed (-/+)
   void tlp::Camera::strafeUpDown (floatspeed) 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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