#include <Camera.h>
Inheritance diagram for Moteur3D::Camera:
Public Member Functions | |
Camera () | |
Constructor. | |
~Camera () | |
Destructor. | |
Camera & | operator= (const Camera &c) |
Affectation operand. | |
void | LookAt (Vector3 destination) |
Makes the Camera look at the desired coordinates. | |
void | TranslateX (float x) |
Translates the Camera on its X axis. If the Camera is locked on an object, it will keep on looking at it. | |
void | TranslateY (float y) |
Translates the Camera on its Y axis. If the Camera is locked on an object, it will keep on looking at it. | |
void | TranslateZ (float z) |
Translates the Camera on its Z axis. If the Camera is locked on an object, it will keep on looking at it. | |
void | Translate (Vector3 v) |
Translates the Camera on its X, Y and Z axis at the same time. If the Camera is locked on an object, it will keep on looking at it. | |
void | SetPosition (Vector3 *pos) |
Sets the Camera's X, Y and Z position. If the Camera is locked on an object, it will keep on looking at it. | |
Vector3 | GetPosition () |
Returns the Camera's current position. | |
Vector3 | GetDestination () |
Returns the Camera's current destination. | |
void | LockView () |
Locks the view to the current destination position, which is set by calling LookAt(). | |
void | UnlockView () |
Unlocks the view that was previously locked by LockView(). | |
virtual void | ApplyTransformation () |
Applies the current transformation to the OpenGL's modelview matrix. This is a graphical-only function that should only use gl stuff. | |
Protected Member Functions | |
void | CalcTrans () |
Calculates the current transformation matrix from the Camera's coordinates and view destination. Used by ApplyTransformation only. | |
Protected Attributes | |
bool | m_LockView |
is the view locked to a target ? | |
bool | m_TransCalculated |
is the translation matrix already calculated ? | |
Vector3 | m_Pos |
Camera's current position. | |
Vector3 | m_Look |
Point the Camera is looking at. | |
Matrix4 | m_TransMat |
Translation matrix used in display transformations. |
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Constructor.
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Destructor.
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Applies the current transformation to the OpenGL's modelview matrix. This is a graphical-only function that should only use gl stuff.
Implements Moteur3D::SGTransformation. |
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Calculates the current transformation matrix from the Camera's coordinates and view destination. Used by ApplyTransformation only.
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Returns the Camera's current destination.
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Returns the Camera's current position.
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Locks the view to the current destination position, which is set by calling LookAt().
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Makes the Camera look at the desired coordinates.
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Affectation operand.
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Sets the Camera's X, Y and Z position. If the Camera is locked on an object, it will keep on looking at it.
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Translates the Camera on its X, Y and Z axis at the same time. If the Camera is locked on an object, it will keep on looking at it.
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Translates the Camera on its X axis. If the Camera is locked on an object, it will keep on looking at it.
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Translates the Camera on its Y axis. If the Camera is locked on an object, it will keep on looking at it.
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Translates the Camera on its Z axis. If the Camera is locked on an object, it will keep on looking at it.
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Unlocks the view that was previously locked by LockView().
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is the view locked to a target ?
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Point the Camera is looking at.
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Camera's current position.
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is the translation matrix already calculated ?
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Translation matrix used in display transformations.
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