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| Camera (GLFWwindow *window_, const glm::mat4 &matrix_, float fieldOfView_, float aspectRatio_, float nearPlane_, float farPlane_) |
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| Camera (GLFWwindow *window_, const glm::mat4 &matrix_) |
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virtual void | update (float timeDelta, float cameraPathSpeed) |
| Update the state of the Camera. More...
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glm::mat4 | getViewMat () const |
| get the view matrix, i.e. More...
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glm::mat4 | getProjMat () const |
| get the current projection matrix defining the view frustum calculated from the parameters stored More...
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float | getFieldOfView () const |
| Get field of view of the viewing frustum. More...
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void | setFieldOfView (float fieldOfView_) |
| Set field of view of the viewing frustum. More...
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float | getAspectRatio () const |
| Get the aspect ratio of the viewing frustum (width/height) More...
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void | setAspectRatio (float aspectRatio_) |
| Set the aspect ratio of the viewing frustum (width / height) More...
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float | getNearPlane () const |
| Get distance from camera to near plane of the viewing frustum. More...
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void | setNearPlane (float nearPlane_) |
| Set distance from camera to near plane of the viewing frustum. More...
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float | getFarPlane () const |
| Get distance from camera to near plane of the viewing frustum. More...
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void | setFarPlane (float farPlane_) |
| Set distance from camera to far plane of the viewing frustum. More...
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void | lookAt (const glm::vec3 &target) |
| Rotate camera to look at a given target point The target should not be the camera location. More...
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bool | checkSphereInFrustum (const glm::vec3 &sphereCenterWorldSpace, const glm::vec3 &sphereFarthestPointWorldSpace, const glm::mat4 &viewMat) |
| Determine whether a sphere with given center and farthest point in world space lies completely within the view frustum. More...
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void | toggleNavMode () |
| Toggle the camera navigation mode.
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void | clearCameraPath () |
| clears the current camera path
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void | appendPath (std::vector< std::vector< glm::vec3 > > newPath) |
| appends a number of path segments to current camera path (control points of bezier curve segments). More...
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const std::vector< std::vector< glm::vec3 > > & | getPath () const |
| returns the current camera path (control points of bezier curve segments). More...
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const glm::vec3 & | getTargetLookAtPos () const |
| get target look at position for FOLLOW_PATH mode
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void | setTargetLookAtPos (const glm::vec3 &lookAtPos) |
| set target look at position for FOLLOW_PATH mode
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| SceneObject (const glm::mat4 &modelMatrix_) |
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void | applyTransformation (const glm::mat4 &trans_mat, const glm::mat4 &invtrans_mat, Order mult_order) |
| Apply a transformation matrix to the current matrix. More...
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const glm::mat4 & | getMatrix () const |
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void | setTransform (const glm::mat4 &new_trans_mat) |
| Replaces current matrix and sets its inverse. More...
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const glm::mat4 & | getInverseMatrix () const |
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glm::vec3 | getLocation () const |
| Returns the location of the SceneObject. More...
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void | setLocation (const glm::vec3 &location) |
| Set SceneObject's location: rightmost column of the model matrix. More...
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void | rotateX (float radians, Order mult_order) |
| Applies an X axis rotation operation to the current transformation. More...
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void | rotateY (float radians, Order mult_order) |
| Applies a Y axis rotation operation to the current transformation. More...
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void | rotateZ (float radians, Order mult_order) |
| Applies a Z axis rotation operation to the current transformation. More...
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void | rotate (float radians, Order mult_order, const glm::vec3 &rot_axis) |
| Applies a rotation around a given vector (= axis) More...
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void | translate (const glm::vec3 &trans_vec, Order mult_order) |
| Applies a translation operation to the current transformation. More...
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void | scale (const glm::vec3 &scaling_vec, Order mult_order) |
| Applies a scale operation to the current transformation. More...
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std::string | matrixToString (const glm::mat4 &matrix) |
| Get a string to visualize the given matrix. More...
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A Camera is a SceneObject that maintains a view matrix, as well as parameters defining the projection matrix, i.e.
the viewing frustum, as well as functions for input handling in different camera modes.