📄 viewpoint.h
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/* $Id: viewpoint.h,v 1.17 2004/01/02 15:42:43 mbn Exp $
**
** ClanLib Game SDK
** Copyright (C) 2003 The ClanLib Team
** For a total list of contributers see the file CREDITS.
**
** This library is free software; you can redistribute it and/or
** modify it under the terms of the GNU Lesser General Public
** License as published by the Free Software Foundation; either
** version 2.1 of the License, or (at your option) any later version.
**
** This library is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
** Lesser General Public License for more details.
**
** You should have received a copy of the GNU Lesser General Public
** License along with this library; if not, write to the Free Software
** Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
//! clanGL="Display 3D"
//! header=gl.h
#ifndef header_viewpoint
#define header_viewpoint
#include "../Core/Math/cl_vector.h"
//: CL_Viewpoint object.
//- !group=GL/Display 3D!
//- !header=gl.h!
//- <p>A viewpoint represents a position and viewing direction in 3D.</p>
class CL_Viewpoint
{
//! Construction:
public:
//: Constructs a viewpoint.
//param pos: Position of viewpoint.
//param dir: Viewing direction of viewpoint.
//param up: Up direction of viewpoint.
CL_Viewpoint();
CL_Viewpoint(
const CL_Vector &pos,
const CL_Vector &dir,
const CL_Vector &up);
//! Attributes:
public:
//: Position of viewpoint.
CL_Vector pos;
//: Viewing direction of viewpoint.
CL_Vector dir;
//: Up direction of viewpoint.
CL_Vector up;
//! Operations:
public:
//: Translates viewpoint position.
void translate(float mov_x, float mov_y, float mov_z);
//: Sets the viewpoint position.
void set(float pos_x, float pos_y, float pos_z);
//: Moves the viewpoint from its local point of view.
//- <p>Moving in local coordinates means that it is moved according to its
//- current viewing direction, where the z axis is in the facing direction,
//- and the y axis is in the up direction.</p>
void translate_local(float mov_x, float mov_y, float mov_z);
//: Rotates the viewpoint from its local point view.
//- <p>Rotating in local coordinates means that it is rotated according to its
//- current viewing direction, where the z axis is in the facing direction,
//- and the y axis is in the up direction.</p>
void rotate_local(double angle, double rot_x, double rot_y, double rot_z);
//: Setup OpenGL model view matrix to use local viewpoint coordinates.
//- <p>Calling this function causes CL_Viewpoint to do the following:</p>
//- <ul>
//- <li>glMatrixMode(GL_MODELVIEW)</li>
//- <li>glPushMatrix()</li>
//- <li>glMultMatrix(world2local_transform)</li>
//- </ul>
//- <p>world2local_transform is a coordinate switch matrix, that convert local
//- coordinates for a model to be positioned in the world at the viewpoint's
//- position and viewing direction.</p>
//- <p>It is required that leave_local() is to be called, when the local
//- coordinate space model view is no longer needed.</p>
void enter_local() const;
//: Restores the OpenGL model view matrix prior to a call to enter_local().
void leave_local() const;
//: Converts a direction vector from world into local coordinates.
CL_Vector make_local_direction(const CL_Vector &v) const;
//: Sets up the model view matrix to look from this viewpoint.
//- <p>Calling this function causes CL_Viewpoint to do the following:</p>
//- <ul>
//- <li>glMatrixMode(GL_MODELVIEW)</li>
//- <li>glLoadIdentity()</li>
//- <li>gluLookAt(pos, pos+dir, up)</li>
//- </ul>
void setup_modelview() const;
};
#endif
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