class csCamera : public csOrthoTransform A camera positioned in the 3D world
| | aspect |
| | inv_aspect |
| | Camera2World (const csVector3& v) Transform a camera space point to world space |
| | Camera2WorldRelative (const csVector3& v) Transform a camera space point to worldspace, relative to camera position |
| | Correct (int n) Eliminate roundoff error by snapping the camera orientation to a grid of density n |
| | csCamera () |
| | GetC2W () Return the camera to world transformation matrix |
| | GetFOV () Get the FOV for this camera |
| | GetHit (csVector3& v) Check if there is a polygon in front of us in the direction defined by 'v' (world space coordinates) |
| | GetSector () Get the current sector of the camera |
| | GetW2C () Return the world to camera transformation matrix |
| | GetW2CTranslation () Return the world to camera translation |
| | IsMirrored () Returns true if we are in a mirrored world |
| | LoadFile (csWorld* world, char* filename) Load the camera position from a file as saved by SaveFile() |
| | LookAt (const csVector3& v, const csVector3& up) Have the camera look at the given (x,y,z) point, using up as the up-vector |
| | Move (const csVector3& v) Moves the camera a relative amount in camera coordinates |
| | MoveUnrestricted (const csVector3& v) Moves the camera a relative amount in camera coordinates, ignoring portals and walls |
| | MoveWorld (const csVector3& v) Moves the camera a relative amount in world coordinates |
| | MoveWorldUnrestricted (const csVector3& v) Moves the camera a relative amount in world coordinates, ignoring portals and walls |
| | Rotate (const csMatrix3& m) Use the given transformation matrix, in camera space, to reorient the camera |
| | Rotate (const csVector3& v, float angle) Rotate the camera by the angle (radians) around the given vector, in camera coordinates |
| | RotateWorld (const csVector3& v, float angle) Rotate the camera by the angle (radians) around the given vector, in world coordinates |
| | RotateWorld (const csMatrix3& m) Use the given transformation matrix, in worldspace, to reorient the camera |
| | SaveFile (char* filename) Save the camera position to a file |
| | SetC2W (const csMatrix3& m) Set the camera to world transformation matrix |
| | SetFOV (int fov) Set the FOV to use for this camera |
| | SetMirrored (bool m) Set the mirrored state of this camera |
| | SetPosition (const csVector3& v) Sets the absolute position of the camera inside the sector |
| | SetSector (csSector *s) Set the sector that the camera resides in |
| | SetW2C (const csMatrix3& m) Set the world to camera transformation matrix |
| | World2Camera (const csVector3& v) Transform a worldspace point to camera space |
| | ~csCamera () |
| | mirror If true we are in a mirrored world. |
| | sector The sector the camera is in. |
| | Correct (int n, float* vals[]) |
A camera positioned in the 3D world
bool mirror
static int aspect
static float inv_aspect
csCamera()
virtual ~csCamera()
void SaveFile(char* filename)
bool LoadFile(csWorld* world, char* filename)
csPolygon3D* GetHit(csVector3& v)
static void SetFOV(int fov)
static int GetFOV()
void SetSector(csSector *s)
csSector* GetSector()
bool IsMirrored()
void SetMirrored(bool m)
inline void SetPosition(const csVector3& v)
inline void SetW2C(const csMatrix3& m)
inline void SetC2W(const csMatrix3& m)
inline csMatrix3 GetW2C()
inline csMatrix3 GetC2W()
inline csVector3 GetW2CTranslation()
inline csVector3 World2Camera(const csVector3& v)
inline csVector3 Camera2World(const csVector3& v)
inline csVector3 Camera2WorldRelative(const csVector3& v)
void MoveWorld(const csVector3& v)
void Move(const csVector3& v)
void MoveWorldUnrestricted(const csVector3& v)
void MoveUnrestricted(const csVector3& v)
void RotateWorld(const csVector3& v, float angle)
void Rotate(const csVector3& v, float angle)
void RotateWorld(const csMatrix3& m)
void Rotate(const csMatrix3& m)
void LookAt(const csVector3& v, const csVector3& up)
void Correct(int n)
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