Public Member Functions | |
| ViewVolume () | |
| Default constructor. | |
| void | getMatrices (Matrix &affine, Matrix &proj) const |
| Returns two matrices corresponding to the view volume. | |
| Matrix | getMatrix () const |
| Like the method above, but returns the affine and projection parts together in one matrix (i.e. | |
| Matrix | getCameraSpaceMatrix () const |
| Returns a matrix that transforms the view volume into camera space: it translates the view volume so the view point is at the origin, and rotates it so the view direction is along the negative z axis. | |
| void | projectPointToLine (const Fusion::Vec2f &pt, Line &line) const |
| Maps a 2d point (in 0 <= x,y <= 1) to a 3d line. | |
| void | projectToScreen (const Fusion::Vec3f &src, Fusion::Vec3f &dst) const |
| Maps the 3d point in world coordinates to a 2d point in normalized screen coordinates (0 <= x,y,z <= 1, 0 <= z <= 1). | |
| Plane | getPlane (float distFromEye) const |
| Returns a plane parallel to the near (or far) plane of the view volume at a given distance from the projection point (eye). | |
| Fusion::Vec3f | getSightPoint (float distFromEye) const |
| Returns the point along the line of sight at the given distance from the projection point (eye). | |
| Fusion::Vec3f | getPlanePoint (float distFromEye, const Fusion::Vec2f &normPoint) const |
| Returns the projection of a given point in normalized screen coords (see projectToScreen()) onto the plane parallel to the near plane that is at distFromEye units from the eye. | |
| Fusion::Rotation | getAlignRotation (bool rightAngleOnly=false) const |
| Returns a rotation that would align a viewed object so that its positive x-axis (of its object space) is to the right in the view and it's positive y-axis is up. | |
| float | getWorldToScreenScale (const Fusion::Vec3f &worldCenter, float normRadius) const |
| Returns a scale factor that would scale a unit sphere centered at worldCenter so that it would appear to have the given radius in normalized screen coordinates when projected onto the near plane. | |
| Fusion::Vec2f | projectBox (const Box3f &box) const |
| Projects the given 3D bounding box onto the near plane and returns the size (in normalized screen coords) of the rectangular region that encloses it. | |
| ViewVolume | narrow (float left, float bottom, float right, float top) const |
| Given a view volume, this narrows the view to the given sub-rectangle of the near plane. | |
| ViewVolume | narrow (const Box3f &box) const |
| Narrow a view volume by the given box. | |
| void | ortho (float left, float right, float bottom, float top, float near, float far) |
| Sets up an orthographic view volume with the given sides. | |
| void | perspective (float fovy, float aspect, float near, float far) |
| Sets up a perspective view volume with the given field of view and aspect ratio. | |
| void | rotateCamera (const Fusion::Rotation &q) |
| Rotate the camera view direction. | |
| void | translateCamera (const Fusion::Vec3f &v) |
| Translate the camera viewpoint. | |
| Fusion::Vec3f | zVector () const |
| Returns the positive z axis in eye space. | |
| ViewVolume | zNarrow (float near, float far) const |
| Returns a narrowed view volume which contains as tightly as possible the given interval on the z axis (in eye space). | |
| void | scale (float factor) |
| Scales width and height of view volume by given factor. | |
| void | scaleWidth (float ratio) |
| Scales view volume to be the given ratio of its current width or height, leaving the resulting view volume centered about the same point (in the near plane) as the current one. | |
| ProjectionType | getProjectionType () const |
| Get projection type. | |
| const Fusion::Vec3f & | getProjectionPoint () const |
| Get projection point. | |
| const Fusion::Vec3f & | getProjectionDirection () const |
| Get projection direction. | |
| float | getNearDist () const |
| Returns distance from projection point to near plane. | |
| float | getWidth () const |
| return bounds of viewing frustum | |
For perspective projection, the view volume is a frustum. For orthographic (parallel) projection, the view volume is a rectangular prism.
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Returns a rotation that would align a viewed object so that its positive x-axis (of its object space) is to the right in the view and it's positive y-axis is up. If rightAngleOnly is TRUE, it will come as close as it can to this goal by using only 90 degree rotations. |
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Returns two matrices corresponding to the view volume. The first is a viewing matrix, which is guaranteed to be an affine transformation. The second is suitable for use as a projection matrix in GL. |
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Like the method above, but returns the affine and projection parts together in one matrix (i.e. affine.multRight( proj ) ). |
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Narrow a view volume by the given box. The box must lie inside the unit cube, and the view will be shrunk according to the size of the box. |
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Given a view volume, this narrows the view to the given sub-rectangle of the near plane. The coordinates of the rectangle are between 0 and 1, where (0,0) is the lower-left corner of the near plane and (1,1) is the upper-right corner. |
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Sets up an orthographic view volume with the given sides. The parameters are the same as for the GL ortho() routine. |
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Sets up a perspective view volume with the given field of view and aspect ratio. The parameters are the same as for the GL perspective() routine, except that the field of view angle is specified in radians. |
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Maps the 3d point in world coordinates to a 2d point in normalized screen coordinates (0 <= x,y,z <= 1, 0 <= z <= 1). The z-screen coordinate represents the homogonized z coordinate which goes (non-linearly) from 0 at the near clipping plane to 1 at the far clipping plane. |
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Rotate the camera view direction. Note that this accomplishes the reverse of doing a GL rotate() command after defining a camera, which rotates the scene viewed by the camera. |
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Translate the camera viewpoint. Note that this accomplishes the reverse of doing a GL translate() command after defining a camera, which translates the scene viewed by the camera. |
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Returns a narrowed view volume which contains as tightly as possible the given interval on the z axis (in eye space). The returned view volume will never be larger than the current volume, however. Near and far are given in terms of zVector(): this means that near > far must hold. |
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Returns the positive z axis in eye space. In this coordinate system, the z value of the near plane should be GREATER than the z value of the far plane. |
1.4.3