Class: ege::Camera


Synopsis:

+                Camera             (const vec3 & _eye,
float _angleZ,
float _angleTeta,
float _distance);
+ void setEye (const vec3 & _eye);
+ const vec3 & getEye (void);
+ const vec3 & getOrigin (void);
+ const vec3 & getViewVector (void);
+ void setAngleZ (float _angleZ);
+ float getAngleZ (void);
+ void setAngleTeta (float _angleTeta);
+ float getAngleTeta (void);
+ void setDistance (float _distance);
+ float getDistance (void);
+ const mat4 & getMatrix (void);
+ void setForcingViewTop (bool _newState);
+ void periodicCall (float _step);
+ vec3 projectOnZGround (const vec2 & _cameraDeltaAngle,
float _zValue);
# void update (void);

Detail:

ege::Camera ()

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

Constructor.


setEye ()

void setEye(const vec3 & _eye);

set the position of the camera.


getEye ()

const vec3 & getEye(void);

get the curent Camera Eye position.


getOrigin ()

const vec3 & getOrigin(void);

get the curent Camera origin position.


getViewVector ()

const vec3 & getViewVector(void);

Get the camera viewing vector.


setAngleZ ()

void setAngleZ(float _angleZ);

set the angle on the camera


getAngleZ ()

float getAngleZ(void);

get the curent Camera angles.


setAngleTeta ()

void setAngleTeta(float _angleTeta);

set the angle on the camera


getAngleTeta ()

float getAngleTeta(void);

get the curent Camera angles.


setDistance ()

void setDistance(float _distance);

set the angle on the camera


getDistance ()

float getDistance(void);

get the curent Camera angles.


getMatrix ()

const mat4 & getMatrix(void);

get the transformation matix for the camera.


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);



update ()

void update(void);

update the matrix property