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LxS::CoreGraphics::GLCamera Class Reference

global camera setup (class for calculating transformation matrices given view angles and so on). (compare: R3DCamera, which is higher level object implementing Renderable interface) More...

#include <camera.hpp>

Collaboration diagram for LxS::CoreGraphics::GLCamera:
Collaboration graph

Public Member Functions

virtual void Render (Renderable::Rendermode mode, int width, int height, float DPC)
 

Static Public Member Functions

static GLfloat * GetProjectionMatrix ()
 get recalculated projection matrix - for rendering 3D stuff
 
static GLfloat * GetOrthoMatrix ()
 get recalculated ortho matrix, mainly for UI
 
static GLfloat * c3Dto2D (float x, float y, float z)
 Project point over GLOrtho.
 
static void RotateX (float dx)
 rotate around Z axis of target
 
static void RotateY (float dy)
 rotate around Y axis of target
 
static void RotateZ (float dz)
 rotate around Z axis of target
 
static void MoveX (float dx)
 Move alongside X axis of global coordinate system.
 
static void MoveY (float dy)
 Move alongside Y axis of global coordinate system.
 
static void MoveZ (float dz)
 Move alongside Z axis of global coordinate system.
 
static void SetRotationX (float dx)
 Set (absolute) rotation around X axis of target.
 
static void SetRotationY (float dy)
 Set (absolute) rotation around Y axis of target.
 
static void SetRotationZ (float dz)
 Set (absolute) rotation around Z axis of target.
 
static void SetPositionX (float dx)
 Set (absolute) position in global coordinate system (x axis)
 
static void SetPositionY (float dy)
 Set (absolute) position in global coordinate system (y axis)
 
static void SetPositionZ (float dz)
 Set (absolute) position in global coordinate system (z axis)
 
static float GetViewingAngle ()
 get WIDTH of viewing angle
 
static float GetRotationX ()
 where does the camera look
 
static float GetPositionX ()
 where camera is
 
static float GetRotationY ()
 where does the camera look
 
static float GetPositionY ()
 where camera is
 
static float GetRotationZ ()
 where does the camera look
 
static float GetPositionZ ()
 where camera is
 

Detailed Description

global camera setup (class for calculating transformation matrices given view angles and so on). (compare: R3DCamera, which is higher level object implementing Renderable interface)

Member Function Documentation

void GLCamera::Render ( Renderable::Rendermode  mode,
int  width,
int  height,
float  DPC 
)
virtual

set up the camera for rendering;

Parameters
modemode of rendering
widthwidth of context (in px)
heightheight of context (in px)
DPCDots Per Centimeter (resolution of screen)

The documentation for this class was generated from the following files: