Abstract Class to represent a perspective camera. Stores aspect ratio and field of view.
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| PerspectiveCamera (GLfloat aspectRatio=1.0f, GLfloat fovy=45.0f, GLfloat nearClipPlane=0.001f, GLfloat farClipPlane=1000.0f) |
| initializes the Perspective Camera
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| ~PerspectiveCamera () override=default |
| properly destroy concrete children
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virtual void | setAspectRatio (GLfloat aspectRatio) final |
| updates the camera's aspect ratio
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virtual void | setVerticalFOV (GLfloat fovy) final |
| updates the camera's vertical field of view
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virtual void | setNearClipPlane (GLfloat near) final |
| updates the camera's near clip plane
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virtual void | setFarClipPlane (GLfloat far) final |
| updates the camera's far clip plane
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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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virtual GLfloat | getRadius () const final |
| 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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void | mUpdateProjectionMatrix () |
| computes the perspective projection matrix for the camera
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| PerspectiveCamera (const PerspectiveCamera &)=default |
| construct a copy an existing camera
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PerspectiveCamera & | operator= (const PerspectiveCamera &)=default |
| assign a copy of an existing camera
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| PerspectiveCamera (PerspectiveCamera &&)=default |
| construct a camera by moving ane existing camera object
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PerspectiveCamera & | operator= (PerspectiveCamera &&)=default |
| reassign an existing camera to ourselves
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| Camera () |
| create a default camera at the origin, looking down the negative Z axis oriented with the world coordinate system
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| Camera (const Camera &)=default |
| construct a copy an existing camera
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Camera & | operator= (const Camera &)=default |
| assign a copy of an existing camera
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| Camera (Camera &&)=default |
| construct a camera by moving ane existing camera object
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Camera & | operator= (Camera &&)=default |
| reassign an existing camera to ourselves
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Abstract Class to represent a perspective camera. Stores aspect ratio and field of view.