📄 camera.java
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* <code>getFrustumTop</code> gets the value of the top frustum plane.
*
* @return the value of the top frustum plane.
*/
float getFrustumTop();
/**
* <code>setFrustumTop</code> sets the value of the top frustum plane.
*
* @param frustumTop the value of the top frustum plane.
*/
void setFrustumTop( float frustumTop );
/**
* <code>setFrame</code> sets the view frame of the camera by setting the
* location and orientation of the camera model.
*
* @param location the position of the camera.
* @param left the left axis of the camera.
* @param up the up axis of the camera.
* @param direction the direction the camera is facing.
*/
void setFrame( Vector3f location, Vector3f left, Vector3f up,
Vector3f direction );
/**
* <code>setFrame</code> sets the view frame of the camera by setting the
* location and the orientation of the camera model.
*
* @param location the position of the camera.
* @param axes the matrix that defines the orientation of the camera.
*/
void setFrame( Vector3f location, Quaternion axes );
/**
* <code>update</code> updates the frustum viewport and frame of the
* camera checking for any possible change in the position or orientation of
* the camera.
*/
void update();
void normalize();
/**
* <code>getPlaneState</code> returns the state of the frustum planes. So
* checks can be made as to which frustum plane has been examined for
* culling thus far.
*
* @return the current plane state int.
*/
int getPlaneState();
/**
* <code>setPlaneState</code> sets the state to keep track of tested
* planes for culling.
*
* @param planeState the updated state.
*/
void setPlaneState( int planeState );
/**
* <code>getViewPortLeft</code> gets the left boundary of the viewport
*
* @return the left boundary of the viewport
*/
float getViewPortLeft();
/**
* <code>setViewPortLeft</code> sets the left boundary of the viewport
*
* @param left the left boundary of the viewport
*/
void setViewPortLeft( float left );
/**
* <code>getViewPortRight</code> gets the right boundary of the viewport
*
* @return the right boundary of the viewport
*/
float getViewPortRight();
/**
* <code>setViewPortRight</code> sets the right boundary of the viewport
*
* @param right the right boundary of the viewport
*/
void setViewPortRight( float right );
/**
* <code>getViewPortTop</code> gets the top boundary of the viewport
*
* @return the top boundary of the viewport
*/
float getViewPortTop();
/**
* <code>setViewPortTop</code> sets the top boundary of the viewport
*
* @param top the top boundary of the viewport
*/
void setViewPortTop( float top );
/**
* <code>getViewPortBottom</code> gets the bottom boundary of the viewport
*
* @return the bottom boundary of the viewport
*/
float getViewPortBottom();
/**
* <code>setViewPortBottom</code> sets the bottom boundary of the viewport
*
* @param bottom the bottom boundary of the viewport
*/
void setViewPortBottom( float bottom );
/**
* <code>setViewPort</code> sets the boundaries of the viewport
*
* @param left the left boundary of the viewport
* @param right the right boundary of the viewport
* @param bottom the bottom boundary of the viewport
* @param top the top boundary of the viewport
*/
void setViewPort( float left, float right, float bottom, float top );
/**
* <code>culled</code> tests a bounding volume against the planes of the
* camera's frustum. The frustums planes are set such that the normals all
* face in towards the viewable scene. Therefore, if the bounding volume is
* on the negative side of the plane is can be culled out. If the object
* should be culled (i.e. not rendered) true is returned, otherwise, false
* is returned.
*
* @param bound the bound to check for culling
* @return true if the bound should be culled, false otherwise.
*/
Camera.FrustumIntersect contains( BoundingVolume bound );
/**
* <code>onFrustumChange</code> is an update callback that is activated if
* the frustum values change.
*/
void onFrustumChange();
/**
* <code>onViewPortChange</code> is an update callback that is activated
* if the view port changes.
*/
void onViewPortChange();
/**
* <code>onFrameChange</code> is an update callback that is activated if
* the frame changes.
*/
void onFrameChange();
/**
* <code>lookAt</code> is a convienence method for auto-setting the frame
* based on a world position the user desires the camera to look at. It
* repoints the camera towards the given position using the difference
* between the position and the current camera location as a direction
* vector and the worldUpVector to compute up and left camera vectors.
*
* @param pos where to look at in terms of world coordinates
* @param worldUpVector a normalized vector indicating the up direction of the world.
* (typically {0, 1, 0} in jME.)
*/
void lookAt( Vector3f pos, Vector3f worldUpVector );
/**
* Resizes this camera's view with the given width and height. This is
* similar to constructing a new camera, but reusing the same Object. Camera
* view dimensions are automatically set when the camera is associated with
* a Renderer.
*
* @param width
* the view width
* @param height
* the view height
*/
void resize(int width, int height);
/**
* @return true if parallel projection is enable, false if in normal perspective mode
* @see #setParallelProjection(boolean)
*/
boolean isParallelProjection();
/**
* Enable/disable parallel projection.
*
* @param value true to set up this camera for parallel projection is enable, false to enter normal perspective mode
*/
void setParallelProjection( boolean value );
/**
* Convert screen to world coordinates.
*
* @param screenPosition Vector2f representing the screen position with 0,0 at the
* bottom left
* @param zPos float The z position away from the viewing plane.
* @return Vector3f The store vector, after storing it's result.
*/
Vector3f getWorldCoordinates( Vector2f screenPosition, float zPos );
/**
* Convert screen to world coordinates.
*
* @param screenPosition Vector2f representing the screen position with 0,0 at the
* bottom left
* @param zPos float The z position away from the viewing plane.
* @param store Vector3f The vector to store the result in.
* @return Vector3f The store vector, after storing it's result.
*/
Vector3f getWorldCoordinates( Vector2f screenPosition, float zPos, Vector3f store );
/**
* Convert world to screen coordinates.
*
* @param worldPosition Vector3f representing the world position
* @return Vector3f Screen coordinates, with 0,0 at the bottom left.
*/
Vector3f getScreenCoordinates( Vector3f worldPosition );
/**
* Convert world to screen coordinates.
*
* @param worldPosition Vector3f representing the world position
* @param store Vector3f The vector to store the result in.
* @return Vector3f The store vector, after storing it's result.
* Screen coordinates, with 0,0 at the bottom left.
*/
Vector3f getScreenCoordinates( Vector3f worldPosition, Vector3f store );
/**
* Apply the settings of the camera to the current graphics state.
* <p>
* If state should be applied even if not dirty, make sure to call {@link #update()} before.
*/
void apply();
}
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