VTK
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a virtual camera for 3D rendering More...
#include <vtkCamera.h>
Public Types | |
typedef vtkObject | Superclass |
Public Types inherited from vtkObject | |
typedef vtkObjectBase | Superclass |
Static Public Member Functions | |
static int | IsTypeOf (const char *type) |
static vtkCamera * | SafeDownCast (vtkObjectBase *o) |
static vtkCamera * | New () |
Static Public Member Functions inherited from vtkObject | |
static int | IsTypeOf (const char *type) |
static vtkObject * | SafeDownCast (vtkObjectBase *o) |
static vtkObject * | New () |
static void | BreakOnError () |
static void | SetGlobalWarningDisplay (int val) |
static void | GlobalWarningDisplayOn () |
static void | GlobalWarningDisplayOff () |
static int | GetGlobalWarningDisplay () |
Static Public Member Functions inherited from vtkObjectBase | |
static int | IsTypeOf (const char *name) |
static vtkObjectBase * | New () |
Friends | |
class | vtkCameraCallbackCommand |
a virtual camera for 3D rendering
vtkCamera is a virtual camera for 3D rendering. It provides methods to position and orient the view point and focal point. Convenience methods for moving about the focal point also are provided. More complex methods allow the manipulation of the computer graphics model including view up vector, clipping planes, and camera perspective.
Definition at line 48 of file vtkCamera.h.
typedef vtkObject vtkCamera::Superclass |
Definition at line 51 of file vtkCamera.h.
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Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h.
Reimplemented from vtkObject.
Reimplemented in vtkExternalOpenGLCamera, vtkOpenGLCamera, and vtkOpenGLCamera.
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Reimplemented from vtkObject.
Reimplemented in vtkExternalOpenGLCamera, vtkOpenGLCamera, and vtkOpenGLCamera.
vtkCamera* vtkCamera::NewInstance | ( | ) | const |
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Methods invoked by print to print information about the object including superclasses. Typically not called by the user (use Print() instead) but used in the hierarchical print process to combine the output of several classes.
Reimplemented from vtkObject.
Reimplemented in vtkExternalOpenGLCamera, vtkOpenGLCamera, and vtkOpenGLCamera.
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Construct camera instance with its focal point at the origin, and position=(0,0,1). The view up is along the y-axis, view angle is 30 degrees, and the clipping range is (.1,1000).
Set/Get the position of the camera in world coordinates. The default position is (0,0,1).
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Set/Get the position of the camera in world coordinates. The default position is (0,0,1).
Definition at line 63 of file vtkCamera.h.
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Set/Get the position of the camera in world coordinates. The default position is (0,0,1).
Set/Get the position of the camera in world coordinates. The default position is (0,0,1).
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Set/Get the position of the camera in world coordinates. The default position is (0,0,1).
Set/Get the focal of the camera in world coordinates. The default focal point is the origin.
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Set/Get the focal of the camera in world coordinates. The default focal point is the origin.
Definition at line 72 of file vtkCamera.h.
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Set/Get the focal of the camera in world coordinates. The default focal point is the origin.
Set/Get the focal of the camera in world coordinates. The default focal point is the origin.
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Set/Get the focal of the camera in world coordinates. The default focal point is the origin.
Set/Get the view up direction for the camera. The default is (0,1,0).
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Set/Get the view up direction for the camera. The default is (0,1,0).
Definition at line 81 of file vtkCamera.h.
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Set/Get the view up direction for the camera. The default is (0,1,0).
Set/Get the view up direction for the camera. The default is (0,1,0).
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Set/Get the view up direction for the camera. The default is (0,1,0).
void vtkCamera::OrthogonalizeViewUp | ( | ) |
Recompute the ViewUp vector to force it to be perpendicular to camera->focalpoint vector. Unless you are going to use Yaw or Azimuth on the camera, there is no need to do this.
void vtkCamera::SetDistance | ( | double | ) |
Move the focal point so that it is the specified distance from the camera position. This distance must be positive.
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Return the distance from the camera position to the focal point. This distance is positive.
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Get the vector in the direction from the camera position to the focal point. This is usually the opposite of the ViewPlaneNormal, the vector perpendicular to the screen, unless the view is oblique.
Get the vector in the direction from the camera position to the focal point. This is usually the opposite of the ViewPlaneNormal, the vector perpendicular to the screen, unless the view is oblique.
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Get the vector in the direction from the camera position to the focal point. This is usually the opposite of the ViewPlaneNormal, the vector perpendicular to the screen, unless the view is oblique.
void vtkCamera::Dolly | ( | double | value | ) |
Divide the camera's distance from the focal point by the given dolly value. Use a value greater than one to dolly-in toward the focal point, and use a value less than one to dolly-out away from the focal point.
void vtkCamera::SetRoll | ( | double | angle | ) |
Set the roll angle of the camera about the direction of projection.
double vtkCamera::GetRoll | ( | ) |
Set the roll angle of the camera about the direction of projection.
void vtkCamera::Roll | ( | double | angle | ) |
Rotate the camera about the direction of projection. This will spin the camera about its axis.
void vtkCamera::Azimuth | ( | double | angle | ) |
Rotate the camera about the view up vector centered at the focal point. Note that the view up vector is whatever was set via SetViewUp, and is not necessarily perpendicular to the direction of projection. The result is a horizontal rotation of the camera.
void vtkCamera::Yaw | ( | double | angle | ) |
Rotate the focal point about the view up vector, using the camera's position as the center of rotation. Note that the view up vector is whatever was set via SetViewUp, and is not necessarily perpendicular to the direction of projection. The result is a horizontal rotation of the scene.
void vtkCamera::Elevation | ( | double | angle | ) |
Rotate the camera about the cross product of the negative of the direction of projection and the view up vector, using the focal point as the center of rotation. The result is a vertical rotation of the scene.
void vtkCamera::Pitch | ( | double | angle | ) |
Rotate the focal point about the cross product of the view up vector and the direction of projection, using the camera's position as the center of rotation. The result is a vertical rotation of the camera.
void vtkCamera::SetParallelProjection | ( | int | flag | ) |
Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection.
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Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection.
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Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection.
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Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection.
void vtkCamera::SetUseHorizontalViewAngle | ( | int | flag | ) |
Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges.
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Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges.
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Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges.
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Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges.
void vtkCamera::SetViewAngle | ( | double | angle | ) |
Set/Get the camera view angle, which is the angular height of the camera view measured in degrees. The default angle is 30 degrees. This method has no effect in parallel projection mode. The formula for setting the angle up for perfect perspective viewing is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow (measured by holding a ruler up to your screen) and d is the distance from your eyes to the screen.
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Set/Get the camera view angle, which is the angular height of the camera view measured in degrees. The default angle is 30 degrees. This method has no effect in parallel projection mode. The formula for setting the angle up for perfect perspective viewing is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow (measured by holding a ruler up to your screen) and d is the distance from your eyes to the screen.
void vtkCamera::SetParallelScale | ( | double | scale | ) |
Set/Get the scaling used for a parallel projection, i.e. the height of the viewport in world-coordinate distances. The default is 1. Note that the "scale" parameter works as an "inverse scale" — larger numbers produce smaller images. This method has no effect in perspective projection mode.
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Set/Get the scaling used for a parallel projection, i.e. the height of the viewport in world-coordinate distances. The default is 1. Note that the "scale" parameter works as an "inverse scale" — larger numbers produce smaller images. This method has no effect in perspective projection mode.
void vtkCamera::Zoom | ( | double | factor | ) |
In perspective mode, decrease the view angle by the specified factor. In parallel mode, decrease the parallel scale by the specified factor. A value greater than 1 is a zoom-in, a value less than 1 is a zoom-out.
Set/Get the location of the near and far clipping planes along the direction of projection. Both of these values must be positive. How the clipping planes are set can have a large impact on how well z-buffering works. In particular the front clipping plane can make a very big difference. Setting it to 0.01 when it really could be 1.0 can have a big impact on your z-buffer resolution farther away. The default clipping range is (0.1,1000). Clipping distance is measured in world coordinate unless a scale factor exists in camera's ModelTransformMatrix.
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Set/Get the location of the near and far clipping planes along the direction of projection. Both of these values must be positive. How the clipping planes are set can have a large impact on how well z-buffering works. In particular the front clipping plane can make a very big difference. Setting it to 0.01 when it really could be 1.0 can have a big impact on your z-buffer resolution farther away. The default clipping range is (0.1,1000). Clipping distance is measured in world coordinate unless a scale factor exists in camera's ModelTransformMatrix.
Definition at line 208 of file vtkCamera.h.
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Set/Get the location of the near and far clipping planes along the direction of projection. Both of these values must be positive. How the clipping planes are set can have a large impact on how well z-buffering works. In particular the front clipping plane can make a very big difference. Setting it to 0.01 when it really could be 1.0 can have a big impact on your z-buffer resolution farther away. The default clipping range is (0.1,1000). Clipping distance is measured in world coordinate unless a scale factor exists in camera's ModelTransformMatrix.
Set/Get the location of the near and far clipping planes along the direction of projection. Both of these values must be positive. How the clipping planes are set can have a large impact on how well z-buffering works. In particular the front clipping plane can make a very big difference. Setting it to 0.01 when it really could be 1.0 can have a big impact on your z-buffer resolution farther away. The default clipping range is (0.1,1000). Clipping distance is measured in world coordinate unless a scale factor exists in camera's ModelTransformMatrix.
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Set/Get the location of the near and far clipping planes along the direction of projection. Both of these values must be positive. How the clipping planes are set can have a large impact on how well z-buffering works. In particular the front clipping plane can make a very big difference. Setting it to 0.01 when it really could be 1.0 can have a big impact on your z-buffer resolution farther away. The default clipping range is (0.1,1000). Clipping distance is measured in world coordinate unless a scale factor exists in camera's ModelTransformMatrix.
void vtkCamera::SetThickness | ( | double | ) |
Set the distance between clipping planes. This method adjusts the far clipping plane to be set a distance 'thickness' beyond the near clipping plane.
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Set the distance between clipping planes. This method adjusts the far clipping plane to be set a distance 'thickness' beyond the near clipping plane.
Set/Get the center of the window in viewport coordinates. The viewport coordinate range is ([-1,+1],[-1,+1]). This method is for if you have one window which consists of several viewports, or if you have several screens which you want to act together as one large screen.
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Set/Get the center of the window in viewport coordinates. The viewport coordinate range is ([-1,+1],[-1,+1]). This method is for if you have one window which consists of several viewports, or if you have several screens which you want to act together as one large screen.
Set/Get the center of the window in viewport coordinates. The viewport coordinate range is ([-1,+1],[-1,+1]). This method is for if you have one window which consists of several viewports, or if you have several screens which you want to act together as one large screen.
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Set/Get the center of the window in viewport coordinates. The viewport coordinate range is ([-1,+1],[-1,+1]). This method is for if you have one window which consists of several viewports, or if you have several screens which you want to act together as one large screen.
Get/Set the oblique viewing angles. The first angle, alpha, is the angle (measured from the horizontal) that rays along the direction of projection will follow once projected onto the 2D screen. The second angle, beta, is the angle between the view plane and the direction of projection. This creates a shear transform x' = x + dz*cos(alpha)/tan(beta), y' = dz*sin(alpha)/tan(beta) where dz is the distance of the point from the focal plane. The angles are (45,90) by default. Oblique projections commonly use (30,63.435).
void vtkCamera::ApplyTransform | ( | vtkTransform * | t | ) |
Apply a transform to the camera. The camera position, focal-point, and view-up are re-calculated using the transform's matrix to multiply the old points by the new transform.
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Get the ViewPlaneNormal. This vector will point opposite to the direction of projection, unless you have created an sheared output view using SetViewShear/SetObliqueAngles.
Get the ViewPlaneNormal. This vector will point opposite to the direction of projection, unless you have created an sheared output view using SetViewShear/SetObliqueAngles.
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Get the ViewPlaneNormal. This vector will point opposite to the direction of projection, unless you have created an sheared output view using SetViewShear/SetObliqueAngles.
Set/get the shear transform of the viewing frustum. Parameters are dx/dz, dy/dz, and center. center is a factor that describes where to shear around. The distance dshear from the camera where no shear occurs is given by (dshear = center * FocalDistance).
void vtkCamera::SetViewShear | ( | double | d[3] | ) |
Set/get the shear transform of the viewing frustum. Parameters are dx/dz, dy/dz, and center. center is a factor that describes where to shear around. The distance dshear from the camera where no shear occurs is given by (dshear = center * FocalDistance).
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Set/get the shear transform of the viewing frustum. Parameters are dx/dz, dy/dz, and center. center is a factor that describes where to shear around. The distance dshear from the camera where no shear occurs is given by (dshear = center * FocalDistance).
Set/get the shear transform of the viewing frustum. Parameters are dx/dz, dy/dz, and center. center is a factor that describes where to shear around. The distance dshear from the camera where no shear occurs is given by (dshear = center * FocalDistance).
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Set/get the shear transform of the viewing frustum. Parameters are dx/dz, dy/dz, and center. center is a factor that describes where to shear around. The distance dshear from the camera where no shear occurs is given by (dshear = center * FocalDistance).
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Set/Get the separation between eyes (in degrees). This is used when generating stereo images.
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Set/Get the separation between eyes (in degrees). This is used when generating stereo images.
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Set the size of the cameras lens in world coordinates. This is only used when the renderer is doing focal depth rendering. When that is being done the size of the focal disk will effect how significant the depth effects will be.
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Set the size of the cameras lens in world coordinates. This is only used when the renderer is doing focal depth rendering. When that is being done the size of the focal disk will effect how significant the depth effects will be.
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Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992.
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Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992.
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Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992.
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Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992.
Set/Get top left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (-1.0, -1.0, -1.0).
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Set/Get top left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (-1.0, -1.0, -1.0).
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Set/Get top left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (-1.0, -1.0, -1.0).
Set/Get top left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (-1.0, -1.0, -1.0).
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Set/Get top left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (-1.0, -1.0, -1.0).
Set/Get bottom left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, -1.0, -1.0).
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Set/Get bottom left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, -1.0, -1.0).
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Set/Get bottom left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, -1.0, -1.0).
Set/Get bottom left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, -1.0, -1.0).
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Set/Get bottom left corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, -1.0, -1.0).
Set/Get top right corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, 1.0, -1.0).
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Set/Get top right corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, 1.0, -1.0).
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Set/Get top right corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, 1.0, -1.0).
Set/Get top right corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, 1.0, -1.0).
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Set/Get top right corner point of the screen. This will be used only for offaxis frustum calculation. Default is (1.0, 1.0, -1.0).
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Set/Get distance between the eyes. This will be used only for offaxis frustum calculation. Default is 0.06.
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Set/Get distance between the eyes. This will be used only for offaxis frustum calculation. Default is 0.06.
void vtkCamera::SetEyePosition | ( | double | eyePosition[3] | ) |
Set/Get the eye position (center point between two eyes). This is a convenience function that sets the translation component of EyeTransformMatrix. This will be used only for offaxis frustum calculation.
void vtkCamera::GetEyePosition | ( | double | eyePosition[3] | ) |
Set/Get the eye position (center point between two eyes). This is a convenience function that sets the translation component of EyeTransformMatrix. This will be used only for offaxis frustum calculation.
void vtkCamera::GetEyePlaneNormal | ( | double | normal[3] | ) |
Get normal vector from eye to screen rotated by EyeTransformMatrix. This will be used only for offaxis frustum calculation.
void vtkCamera::SetEyeTransformMatrix | ( | vtkMatrix4x4 * | matrix | ) |
Set/Get eye transformation matrix. This is the transformation matrix for the point between eyes. This will be used only for offaxis frustum calculation. Default is identity.
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Set/Get eye transformation matrix. This is the transformation matrix for the point between eyes. This will be used only for offaxis frustum calculation. Default is identity.
void vtkCamera::SetEyeTransformMatrix | ( | const double | elements[16] | ) |
Set the eye transform matrix. This is the transformation matrix for the point between eyes. This will be used only for offaxis frustum calculation. Default is identity.
void vtkCamera::SetModelTransformMatrix | ( | vtkMatrix4x4 * | matrix | ) |
Set/Get model transformation matrix. This matrix could be used for model related transformations such as scale, shear, roations and translations.
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Set/Get model transformation matrix. This matrix could be used for model related transformations such as scale, shear, roations and translations.
void vtkCamera::SetModelTransformMatrix | ( | const double | elements[16] | ) |
Set model transformation matrix. This matrix could be used for model related transformations such as scale, shear, roations and translations.
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Return the model view matrix of model view transform.
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Return the model view transform.
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For backward compatibility. Use GetModelViewTransformMatrix() now. Return the matrix of the view transform. The ViewTransform depends on only three ivars: the Position, the FocalPoint, and the ViewUp vector. All the other methods are there simply for the sake of the users' convenience.
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For backward compatibility. Use GetModelViewTransformObject() now. Return the view transform. If the camera's ModelTransformMatrix is identity then the ViewTransform depends on only three ivars: the Position, the FocalPoint, and the ViewUp vector. All the other methods are there simply for the sake of the users' convenience.
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Return the projection transform matrix, which converts from camera coordinates to viewport coordinates. The 'aspect' is the width/height for the viewport, and the nearz and farz are the Z-buffer values that map to the near and far clipping planes. The viewport coordinates of a point located inside the frustum are in the range ([-1,+1],[-1,+1],[nearz,farz]).
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Return the projection transform matrix, which converts from camera coordinates to viewport coordinates. The 'aspect' is the width/height for the viewport, and the nearz and farz are the Z-buffer values that map to the near and far clipping planes. The viewport coordinates of a point located inside the frustum are in the range ([-1,+1],[-1,+1],[nearz,farz]).
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Return the concatenation of the ViewTransform and the ProjectionTransform. This transform will convert world coordinates to viewport coordinates. The 'aspect' is the width/height for the viewport, and the nearz and farz are the Z-buffer values that map to the near and far clipping planes. The viewport coordinates of a point located inside the frustum are in the range ([-1,+1],[-1,+1],[nearz,farz]).
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Return the projection transform matrix, which converts from camera coordinates to viewport coordinates. This method computes the aspect, nearz and farz, then calls the more specific signature of GetCompositeProjectionTransformMatrix
void vtkCamera::SetUserViewTransform | ( | vtkHomogeneousTransform * | transform | ) |
In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ViewTransform
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In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ViewTransform
void vtkCamera::SetUserTransform | ( | vtkHomogeneousTransform * | transform | ) |
In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ProjectionTransform
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In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ProjectionTransform
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This method causes the camera to set up whatever is required for viewing the scene. This is actually handled by an subclass of vtkCamera, which is created through New()
Reimplemented in vtkExternalOpenGLCamera, vtkOpenGLCamera, and vtkOpenGLCamera.
Definition at line 440 of file vtkCamera.h.
unsigned long vtkCamera::GetViewingRaysMTime | ( | ) |
Return the MTime that concerns recomputing the view rays of the camera.
void vtkCamera::ViewingRaysModified | ( | ) |
Mark that something has changed which requires the view rays to be recomputed.
Get the plane equations that bound the view frustum. The plane normals point inward. The planes array contains six plane equations of the form (Ax+By+Cz+D=0), the first four values are (A,B,C,D) which repeats for each of the planes. The planes are given in the following order: -x,+x,-y,+y,-z,+z. Warning: it means left,right,bottom,top,far,near (NOT near,far) The aspect of the viewport is needed to correctly compute the planes
double* vtkCamera::GetOrientation | ( | ) |
Get the orientation of the camera.
double* vtkCamera::GetOrientationWXYZ | ( | ) |
Get the orientation of the camera.
void vtkCamera::ComputeViewPlaneNormal | ( | ) |
This method is called automatically whenever necessary, it should never be used outside of vtkCamera.cxx.
vtkMatrix4x4* vtkCamera::GetCameraLightTransformMatrix | ( | ) |
Returns a transformation matrix for a coordinate frame attached to the camera, where the camera is located at (0, 0, 1) looking at the focal point at (0, 0, 0), with up being (0, 1, 0).
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Update the viewport
Definition at line 475 of file vtkCamera.h.
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Set the Left Eye setting
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Set the Left Eye setting
void vtkCamera::ShallowCopy | ( | vtkCamera * | source | ) |
Copy the properties of `source' into `this'. Copy pointers of matrices.
void vtkCamera::DeepCopy | ( | vtkCamera * | source | ) |
Copy the properties of `source' into `this'. Copy the contents of the matrices.
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Set/Get the value of the FreezeDolly instance variable. This determines if the camera should move the focal point with the camera position. HACK!!!
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Set/Get the value of the FreezeDolly instance variable. This determines if the camera should move the focal point with the camera position. HACK!!!
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These methods should only be used within vtkCamera.cxx.
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These methods should only be used within vtkCamera.cxx.
Reimplemented in vtkExternalOpenGLCamera.
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These methods should only be used within vtkCamera.cxx.
Reimplemented in vtkExternalOpenGLCamera.
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These methods should only be used within vtkCamera.cxx.
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Given screen screen top, bottom left and top right calculate screen rotation.
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Compute and use frustum using offaxis method.
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Compute model view matrix for the camera.
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Copy the ivars. Do nothing for the matrices. Called by ShallowCopy() and DeepCopy()
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Definition at line 587 of file vtkCamera.h.
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Definition at line 540 of file vtkCamera.h.
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Definition at line 541 of file vtkCamera.h.
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Definition at line 542 of file vtkCamera.h.
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Definition at line 543 of file vtkCamera.h.
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Definition at line 544 of file vtkCamera.h.
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Definition at line 545 of file vtkCamera.h.
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Definition at line 546 of file vtkCamera.h.
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Definition at line 547 of file vtkCamera.h.
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Definition at line 548 of file vtkCamera.h.
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Definition at line 549 of file vtkCamera.h.
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Definition at line 550 of file vtkCamera.h.
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Definition at line 551 of file vtkCamera.h.
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Definition at line 594 of file vtkCamera.h.