📄 camera.cpp
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Properties::NON_VIRTUAL, __void__setViewport__int__int__int__int, "Set the viewport of the camera to specified dimensions. ", ""); I_Method0(const osg::Viewport *, getViewport, Properties::NON_VIRTUAL, __C5_Viewport_P1__getViewport, "Get the const viewport. ", ""); I_Method0(osg::Viewport *, getViewport, Properties::NON_VIRTUAL, __Viewport_P1__getViewport, "Get the viewport. ", ""); I_Method1(void, setTransformOrder, IN, osg::Camera::TransformOrder, order, Properties::NON_VIRTUAL, __void__setTransformOrder__TransformOrder, "Set the transformation order for world-to-local and local-to-world transformation. ", ""); I_Method0(osg::Camera::TransformOrder, getTransformOrder, Properties::NON_VIRTUAL, __TransformOrder__getTransformOrder, "Get the transformation order. ", ""); I_Method1(void, setProjectionResizePolicy, IN, osg::Camera::ProjectionResizePolicy, policy, Properties::NON_VIRTUAL, __void__setProjectionResizePolicy__ProjectionResizePolicy, "Set the policy used to determine if and how the projection matrix should be adjusted on window resizes. ", ""); I_Method0(osg::Camera::ProjectionResizePolicy, getProjectionResizePolicy, Properties::NON_VIRTUAL, __ProjectionResizePolicy__getProjectionResizePolicy, "Get the policy used to determine if and how the projection matrix should be adjusted on window resizes. ", ""); I_Method1(void, setProjectionMatrix, IN, const osg::Matrixf &, matrix, Properties::NON_VIRTUAL, __void__setProjectionMatrix__C5_osg_Matrixf_R1, "Set the projection matrix. ", "Can be thought of as setting the lens of a camera. "); I_Method1(void, setProjectionMatrix, IN, const osg::Matrixd &, matrix, Properties::NON_VIRTUAL, __void__setProjectionMatrix__C5_osg_Matrixd_R1, "Set the projection matrix. ", "Can be thought of as setting the lens of a camera. "); I_Method6(void, setProjectionMatrixAsOrtho, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top, IN, double, zNear, IN, double, zFar, Properties::NON_VIRTUAL, __void__setProjectionMatrixAsOrtho__double__double__double__double__double__double, "Set to an orthographic projection. ", "See OpenGL glOrtho for documentation further details. "); I_Method4(void, setProjectionMatrixAsOrtho2D, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top, Properties::NON_VIRTUAL, __void__setProjectionMatrixAsOrtho2D__double__double__double__double, "Set to a 2D orthographic projection. ", "See OpenGL glOrtho2D documentation for further details. "); I_Method6(void, setProjectionMatrixAsFrustum, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top, IN, double, zNear, IN, double, zFar, Properties::NON_VIRTUAL, __void__setProjectionMatrixAsFrustum__double__double__double__double__double__double, "Set to a perspective projection. ", "See OpenGL glFrustum documentation for further details. "); I_Method4(void, setProjectionMatrixAsPerspective, IN, double, fovy, IN, double, aspectRatio, IN, double, zNear, IN, double, zFar, Properties::NON_VIRTUAL, __void__setProjectionMatrixAsPerspective__double__double__double__double, "Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details. ", "Aspect ratio is defined as width/height. "); I_Method0(osg::Matrixd &, getProjectionMatrix, Properties::NON_VIRTUAL, __osg_Matrixd_R1__getProjectionMatrix, "Get the projection matrix. ", ""); I_Method0(const osg::Matrixd &, getProjectionMatrix, Properties::NON_VIRTUAL, __C5_osg_Matrixd_R1__getProjectionMatrix, "Get the const projection matrix. ", ""); I_Method6(bool, getProjectionMatrixAsOrtho, IN, double &, left, IN, double &, right, IN, double &, bottom, IN, double &, top, IN, double &, zNear, IN, double &, zFar, Properties::NON_VIRTUAL, __bool__getProjectionMatrixAsOrtho__double_R1__double_R1__double_R1__double_R1__double_R1__double_R1, "Get the orthographic settings of the orthographic projection matrix. ", "Returns false if matrix is not an orthographic matrix, where parameter values are undefined. "); I_Method6(bool, getProjectionMatrixAsFrustum, IN, double &, left, IN, double &, right, IN, double &, bottom, IN, double &, top, IN, double &, zNear, IN, double &, zFar, Properties::NON_VIRTUAL, __bool__getProjectionMatrixAsFrustum__double_R1__double_R1__double_R1__double_R1__double_R1__double_R1, "Get the frustum setting of a perspective projection matrix. ", "Returns false if matrix is not a perspective matrix, where parameter values are undefined. "); I_Method4(bool, getProjectionMatrixAsPerspective, IN, double &, fovy, IN, double &, aspectRatio, IN, double &, zNear, IN, double &, zFar, Properties::NON_VIRTUAL, __bool__getProjectionMatrixAsPerspective__double_R1__double_R1__double_R1__double_R1, "Get the frustum setting of a symmetric perspective projection matrix. ", "Returns false if matrix is not a perspective matrix, where parameter values are undefined. Note, if matrix is not a symmetric perspective matrix then the shear will be lost. Asymmetric matrices occur when stereo, power walls, caves and reality center display are used. In these configurations one should use the 'getProjectionMatrixAsFrustum' method instead. "); I_Method1(void, setViewMatrix, IN, const osg::Matrixf &, matrix, Properties::NON_VIRTUAL, __void__setViewMatrix__C5_osg_Matrixf_R1, "Set the view matrix. ", "Can be thought of as setting the position of the world relative to the camera in camera coordinates. "); I_Method1(void, setViewMatrix, IN, const osg::Matrixd &, matrix, Properties::NON_VIRTUAL, __void__setViewMatrix__C5_osg_Matrixd_R1, "Set the view matrix. ", "Can be thought of as setting the position of the world relative to the camera in camera coordinates. "); I_Method0(osg::Matrixd &, getViewMatrix, Properties::NON_VIRTUAL, __osg_Matrixd_R1__getViewMatrix, "Get the view matrix. ", ""); I_Method0(const osg::Matrixd &, getViewMatrix, Properties::NON_VIRTUAL, __C5_osg_Matrixd_R1__getViewMatrix, "Get the const view matrix. ", ""); I_Method3(void, setViewMatrixAsLookAt, IN, const osg::Vec3d &, eye, IN, const osg::Vec3d &, center, IN, const osg::Vec3d &, up, Properties::NON_VIRTUAL, __void__setViewMatrixAsLookAt__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1, "Set to the position and orientation of view matrix, using the same convention as gluLookAt. ", ""); I_MethodWithDefaults4(void, getViewMatrixAsLookAt, IN, osg::Vec3d &, eye, , IN, osg::Vec3d &, center, , IN, osg::Vec3d &, up, , IN, double, lookDistance, 1.0, Properties::NON_VIRTUAL, __void__getViewMatrixAsLookAt__osg_Vec3d_R1__osg_Vec3d_R1__osg_Vec3d_R1__double, "Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. ", ""); I_MethodWithDefaults4(void, getViewMatrixAsLookAt, IN, osg::Vec3f &, eye, , IN, osg::Vec3f &, center, , IN, osg::Vec3f &, up, , IN, float, lookDistance, 1.0f, Properties::NON_VIRTUAL, __void__getViewMatrixAsLookAt__osg_Vec3f_R1__osg_Vec3f_R1__osg_Vec3f_R1__float, "Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. ", ""); I_Method0(osg::Matrixd, getInverseViewMatrix, Properties::NON_VIRTUAL, __Matrixd__getInverseViewMatrix, "Get the inverse view matrix. ", ""); I_MethodWithDefaults2(void, setRenderOrder, IN, osg::Camera::RenderOrder, order, , IN, int, orderNum, 0, Properties::NON_VIRTUAL, __void__setRenderOrder__RenderOrder__int, "Set the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within. ", "For rendering to a texture, one typically uses PRE_RENDER. For Head Up Displays, one would typically use POST_RENDER. "); I_Method0(osg::Camera::RenderOrder, getRenderOrder, Properties::NON_VIRTUAL, __RenderOrder__getRenderOrder, "Get the rendering order of this camera's subgraph relative to any camera that this subgraph is nested within. ", ""); I_Method0(int, getRenderOrderNum, Properties::NON_VIRTUAL, __int__getRenderOrderNum, "Get the rendering order number of this camera relative to any sibling cameras in this subgraph. ", ""); I_Method0(bool, isRenderToTextureCamera, Properties::NON_VIRTUAL, __bool__isRenderToTextureCamera, "Return true if this Camera is set up as a render to texture camera, i.e. ", "it has textures assigned to it. "); I_Method1(void, setRenderTargetImplementation, IN, osg::Camera::RenderTargetImplementation, impl, Properties::NON_VIRTUAL, __void__setRenderTargetImplementation__RenderTargetImplementation, "Set the render target. ", ""); I_Method2(void, setRenderTargetImplementation, IN, osg::Camera::RenderTargetImplementation, impl, IN, osg::Camera::RenderTargetImplementation, fallback, Properties::NON_VIRTUAL, __void__setRenderTargetImplementation__RenderTargetImplementation__RenderTargetImplementation, "Set the render target and fall-back that's used if the former isn't available. ", ""); I_Method0(osg::Camera::RenderTargetImplementation, getRenderTargetImplementation, Properties::NON_VIRTUAL, __RenderTargetImplementation__getRenderTargetImplementation, "Get the render target. ", ""); I_Method0(osg::Camera::RenderTargetImplementation, getRenderTargetFallback, Properties::NON_VIRTUAL, __RenderTargetImplementation__getRenderTargetFallback, "Get the render target fallback. ", ""); I_Method1(void, setDrawBuffer, IN, GLenum, buffer, Properties::NON_VIRTUAL, __void__setDrawBuffer__GLenum, "Set the draw buffer used at the start of each frame draw. ", "Note, a buffer value of GL_NONE is used to sepecify that the rendering back-end should choose the most appropriate buffer. "); I_Method0(GLenum, getDrawBuffer, Properties::NON_VIRTUAL, __GLenum__getDrawBuffer, "Get the draw buffer used at the start of each frame draw. ", ""); I_Method1(void, setReadBuffer, IN, GLenum, buffer, Properties::NON_VIRTUAL, __void__setReadBuffer__GLenum, "Set the read buffer for any required copy operations to use. ", "Note, a buffer value of GL_NONE is used to sepecify that the rendering back-end should choose the most appropriate buffer. "); I_Method0(GLenum, getReadBuffer, Properties::NON_VIRTUAL, __GLenum__getReadBuffer, "Get the read buffer for any required copy operations to use. ", ""); I_Method2(void, attach, IN, osg::Camera::BufferComponent, buffer, IN, GLenum, internalFormat, Properties::NON_VIRTUAL, __void__attach__BufferComponent__GLenum, "Attach a buffer with specified OpenGL internal format. ", ""); I_MethodWithDefaults7(void, attach, IN, osg::Camera::BufferComponent, buffer, , IN, osg::Texture *, texture, , IN, unsigned int, level, 0, IN, unsigned int, face, 0, IN, bool, mipMapGeneration, false, IN, unsigned int, multisampleSamples, 0, IN, unsigned int, multisampleColorSamples, 0, Properties::NON_VIRTUAL, __void__attach__BufferComponent__osg_Texture_P1__unsigned_int__unsigned_int__bool__unsigned_int__unsigned_int, "Attach a Texture to specified buffer component. ", "The level parameter controls the mip map level of the texture that is attached. The face parameter controls the face of texture cube map or z level of 3d texture. The mipMapGeneration flag controls whether mipmap generation should be done for texture. "); I_MethodWithDefaults4(void, attach, IN, osg::Camera::BufferComponent, buffer, , IN, osg::Image *, image, , IN, unsigned int, multisampleSamples, 0, IN, unsigned int, multisampleColorSamples, 0, Properties::NON_VIRTUAL, __void__attach__BufferComponent__osg_Image_P1__unsigned_int__unsigned_int, "Attach a Image to specified buffer component. ", ""); I_Method1(void, detach, IN, osg::Camera::BufferComponent, buffer, Properties::NON_VIRTUAL, __void__detach__BufferComponent, "Detach specified buffer component. ", ""); I_Method0(osg::Camera::BufferAttachmentMap &, getBufferAttachmentMap, Properties::NON_VIRTUAL, __BufferAttachmentMap_R1__getBufferAttachmentMap, "Get the BufferAttachmentMap, used to configure frame buffer objects, pbuffers and texture reads. ", ""); I_Method0(const osg::Camera::BufferAttachmentMap &, getBufferAttachmentMap, Properties::NON_VIRTUAL, __C5_BufferAttachmentMap_R1__getBufferAttachmentMap, "Get the const BufferAttachmentMap, used to configure frame buffer objects, pbuffers and texture reads. ", ""); I_Method0(void, createCameraThread, Properties::NON_VIRTUAL, __void__createCameraThread, "Create a operation thread for this camera. ", ""); I_Method1(void, setCameraThread, IN, osg::OperationThread *, gt, Properties::NON_VIRTUAL, __void__setCameraThread__OperationThread_P1, "Assign a operation thread to the camera. ", ""); I_Method0(osg::OperationThread *, getCameraThread, Properties::NON_VIRTUAL, __OperationThread_P1__getCameraThread, "Get the operation thread assigned to this camera. ", ""); I_Method0(const osg::OperationThread *, getCameraThread, Properties::NON_VIRTUAL, __C5_OperationThread_P1__getCameraThread, "Get the const operation thread assigned to this camera. ", ""); I_Method1(void, setGraphicsContext, IN, osg::GraphicsContext *, context, Properties::NON_VIRTUAL, __void__setGraphicsContext__GraphicsContext_P1, "Set the GraphicsContext that provides the mechansim for managing the OpenGL graphics context associated with this camera. ", ""); I_Method0(osg::GraphicsContext *, getGraphicsContext, Properties::NON_VIRTUAL, __GraphicsContext_P1__getGraphicsContext, "Get the GraphicsContext. ", ""); I_Method0(const osg::GraphicsContext *, getGraphicsContext, Properties::NON_VIRTUAL, __C5_GraphicsContext_P1__getGraphicsContext, "Get the const GraphicsContext. ", ""); I_Method1(void, setRenderer, IN, osg::GraphicsOperation *, rc, Properties::NON_VIRTUAL, __void__setRenderer__osg_GraphicsOperation_P1, "Set the Rendering object that is used to implement rendering of the subgraph. ", ""); I_Method0(osg::GraphicsOperation *, getRenderer, Properties::NON_VIRTUAL, __osg_GraphicsOperation_P1__getRenderer, "Get the Rendering object that is used to implement rendering of the subgraph. ", ""); I_Method0(const osg::GraphicsOperation *, getRenderer, Properties::NON_VIRTUAL, __C5_osg_GraphicsOperation_P1__getRenderer, "Get the const Rendering object that is used to implement rendering of the subgraph. ", ""); I_Method1(void, setRenderingCache, IN, osg::Object *, rc, Properties::NON_VIRTUAL,
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