Abstract Class to represent a synthetic camera. The following methods must be overridden:
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virtual | ~Camera ()=default |
| properly destroy concrete children
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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.
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virtual void | moveForward (GLfloat movementFactor)=0 |
| steps forward along the camera's view
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virtual void | moveBackward (GLfloat movementFactor)=0 |
| steps backward along the camera's view
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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
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virtual void | computeViewMatrix () final |
| creates the View Matrix based on the position, lookAt point, and up vector
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virtual glm::mat4 | getProjectionMatrix () const final |
| returns the current projection matrix for the associated camera
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virtual glm::mat4 | getViewMatrix () const final |
| returns the current view matrix for the associated camera
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virtual glm::vec3 | getPosition () const final |
| returns the current camera position in world space
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virtual glm::vec3 | getLookAtPoint () const final |
| returns the current lookAt point in world space
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virtual glm::vec3 | getUpVector () const final |
| returns the current up vector in world space
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virtual GLfloat | getTheta () const final |
| returns the current theta value in radians
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virtual GLfloat | getPhi () const final |
| returns the current phi value in radians
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GLfloat | getRadius () const |
| returns the current radius in world space
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virtual void | setPosition (const glm::vec3 pos) final |
| sets the camera's position in world space
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virtual void | setLookAtPoint (const glm::vec3 lookAt) final |
| sets the camera's lookAt point in world space
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virtual void | setUpVector (const glm::vec3 up) final |
| sets the camera's up vector in world space
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virtual void | setTheta (const GLfloat t) final |
| sets the camera's theta angle in radians
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virtual void | setPhi (const GLfloat p) final |
| sets the camera's phi angle in radians
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virtual void | setRadius (const GLfloat r) final |
| sets the camera's radius in world space
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glm::mat4 | mProjectionMatrix |
| stores the Projection Matrix
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glm::mat4 | mViewMatrix |
| stores the View Matrix corresponding to the inverse of the Camera's Matrix
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glm::vec3 | mCameraPosition |
| the cartesian position in world space of the camera
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glm::vec3 | mCameraDirection |
| the cartesian direction the camera is facing in world space
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glm::vec3 | mCameraLookAtPoint |
| the world space point in front of the camera
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glm::vec3 | mCameraUpVector |
| the up vector of the camera specified in world space
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GLfloat | mCameraTheta |
| spherical angle for yaw direction in radians
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GLfloat | mCameraPhi |
| spherical angle for pitch direction in radians
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GLfloat | mCameraRadius |
| spherical magnitude for direction in world space
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Abstract Class to represent a synthetic camera. The following methods must be overridden: