class: ege::Camera


Description:



Constructor and Destructor:

+              Camera                 (const vec3 & _eye,
float _angleZ,
float _angleTeta,
float _distance);

Synopsis:

# mat4         m_matrix;
# float m_offsetFactor;
# void update (void );
# vec3 m_eye;
+ void setEye (const vec3 & _eye);
+ const vec3 & getEye (void ) const;
# vec3 m_calculatedOrigin;
+ const vec3 & getOrigin (void ) const;
# vec3 m_calculatedViewVector;
+ const vec3 & getViewVector (void ) const;
# float m_angleZ;
+ void setAngleZ (float _angleZ);
+ float getAngleZ (void ) const;
# float m_angleTeta;
+ void setAngleTeta (float _angleTeta);
+ float getAngleTeta (void ) const;
# float m_distance;
+ void setDistance (float _distance);
+ float getDistance (void ) const;
+ const mat4 & getMatrix (void ) const;
# bool m_forceViewTop;
+ void setForcingViewTop (bool _newState);
+ void periodicCall (float _step);
+ vec3 projectOnZGround (const vec2 & _cameraDeltaAngle,
float _zValue);

Detail:

m_matrix

# mat4 m_matrix;
transformation matrix.


m_offsetFactor

# float m_offsetFactor;
this variable is used to move the camera to the top position of the system == > automaticly


update

# void update (void );
update the matrix property


Camera

+  Camera (const vec3 & _eye,
float _angleZ,
float _angleTeta,
float _distance);
Constructor.


m_eye

# vec3 m_eye;
position where the camera see


setEye

+ void setEye (const vec3 & _eye);
set the position of the camera.


getEye

+ const vec3 & getEye (void ) const;
get the curent Camera Eye position.


m_calculatedOrigin

# vec3 m_calculatedOrigin;



getOrigin

+ const vec3 & getOrigin (void ) const;
get the curent Camera origin position.


m_calculatedViewVector

# vec3 m_calculatedViewVector;



getViewVector

+ const vec3 & getViewVector (void ) const;
Get the camera viewing vector.


m_angleZ

# float m_angleZ;



setAngleZ

+ void setAngleZ (float _angleZ);
set the angle on the camera


getAngleZ

+ float getAngleZ (void ) const;
get the curent Camera angles.


m_angleTeta

# float m_angleTeta;



setAngleTeta

+ void setAngleTeta (float _angleTeta);
set the angle on the camera


getAngleTeta

+ float getAngleTeta (void ) const;
get the curent Camera angles.


m_distance

# float m_distance;



setDistance

+ void setDistance (float _distance);
set the angle on the camera


getDistance

+ float getDistance (void ) const;
get the curent Camera angles.


getMatrix

+ const mat4 & getMatrix (void ) const;
get the transformation matix for the camera.


m_forceViewTop

# bool m_forceViewTop;



setForcingViewTop

+ void setForcingViewTop (bool _newState);
change camera mode of view == > force to the top view


periodicCall

+ void periodicCall (float _step);
It is really needed to call the camera periodicly for performing automatic movement


projectOnZGround

+ vec3 projectOnZGround (const vec2 & _cameraDeltaAngle,
float _zValue);