|
| ArcballCam (GLfloat minRadius=2.0f, GLfloat maxRadius=30.0f, GLfloat aspectRatio=1.0f, GLfloat fovy=45.0f, GLfloat nearClipPlane=0.001f, GLfloat farClipPlane=1000.0f) |
| initializes the Arcball Camera and sets the minimum/maximum radius the camera can zoom through as well as the perspective projection
|
|
void | recomputeOrientation () final |
| converts spherical theta & phi to cartesian x,y,z direction vector
|
|
void | moveForward (GLfloat movementFactor) final |
| updates the camera's position by decreasing the camera's radius
|
|
void | moveBackward (GLfloat movementFactor) final |
| updates the camera's position by increasing the camera's radius
|
|
| PerspectiveCamera (GLfloat aspectRatio=1.0f, GLfloat fovy=45.0f, GLfloat nearClipPlane=0.001f, GLfloat farClipPlane=1000.0f) |
| initializes the Perspective Camera
|
|
virtual void | setAspectRatio (GLfloat aspectRatio) final |
| updates the camera's aspect ratio
|
|
virtual void | setVerticalFOV (GLfloat fovy) final |
| updates the camera's vertical field of view
|
|
virtual void | setNearClipPlane (GLfloat near) final |
| updates the camera's near clip plane
|
|
virtual void | setFarClipPlane (GLfloat far) final |
| updates the camera's far clip plane
|
|
virtual | ~Camera ()=default |
| properly destroy concrete children
|
|
virtual void | recomputeOrientation ()=0 |
| Uses theta, phi, & radius to update the camera's view matrix parameters. The camera orientation is controlled via spherical coordinates and this method would orient and/or position the camera in cartesian coordinates.
|
|
virtual void | moveForward (GLfloat movementFactor)=0 |
| steps forward along the camera's view
|
|
virtual void | moveBackward (GLfloat movementFactor)=0 |
| steps backward along the camera's view
|
|
virtual void | rotate (GLfloat dTheta, GLfloat dPhi) |
| rotates the camera's POV by adding to theta & phi then ensuring phi stays within the (0, pi) range and finally calls through to recomputeOrientation() to update the view parameters after the rotation
|
|
virtual void | computeViewMatrix () final |
| creates the View Matrix based on the position, lookAt point, and up vector
|
|
virtual glm::mat4 | getProjectionMatrix () const final |
| returns the current projection matrix for the associated camera
|
|
virtual glm::mat4 | getViewMatrix () const final |
| returns the current view matrix for the associated camera
|
|
virtual glm::vec3 | getPosition () const final |
| returns the current camera position in world space
|
|
virtual glm::vec3 | getLookAtPoint () const final |
| returns the current lookAt point in world space
|
|
virtual glm::vec3 | getUpVector () const final |
| returns the current up vector in world space
|
|
virtual GLfloat | getTheta () const final |
| returns the current theta value in radians
|
|
virtual GLfloat | getPhi () const final |
| returns the current phi value in radians
|
|
GLfloat | getRadius () const |
| returns the current radius in world space
|
|
virtual void | setPosition (const glm::vec3 pos) final |
| sets the camera's position in world space
|
|
virtual void | setLookAtPoint (const glm::vec3 lookAt) final |
| sets the camera's lookAt point in world space
|
|
virtual void | setUpVector (const glm::vec3 up) final |
| sets the camera's up vector in world space
|
|
virtual void | setTheta (const GLfloat t) final |
| sets the camera's theta angle in radians
|
|
virtual void | setPhi (const GLfloat p) final |
| sets the camera's phi angle in radians
|
|
virtual void | setRadius (const GLfloat r) final |
| sets the camera's radius in world space
|
|
|
void | mUpdateProjectionMatrix () |
| computes the perspective projection matrix for the camera
|
|
| Camera () |
| create a default camera at the origin, looking down the negative Z axis oriented with the world coordinate system
|
|
glm::mat4 | mProjectionMatrix |
| stores the Projection Matrix
|
|
glm::mat4 | mViewMatrix |
| stores the View Matrix corresponding to the inverse of the Camera's Matrix
|
|
glm::vec3 | mCameraPosition |
| the cartesian position in world space of the camera
|
|
glm::vec3 | mCameraDirection |
| the cartesian direction the camera is facing in world space
|
|
glm::vec3 | mCameraLookAtPoint |
| the world space point in front of the camera
|
|
glm::vec3 | mCameraUpVector |
| the up vector of the camera specified in world space
|
|
GLfloat | mCameraTheta |
| spherical angle for yaw direction in radians
|
|
GLfloat | mCameraPhi |
| spherical angle for pitch direction in radians
|
|
GLfloat | mCameraRadius |
| spherical magnitude for direction in world space
|
|
A camera that implements an ArcBall camera model.
- Note
- camera direction is controlled by setting theta & phi and rotating the camera