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class LightSource
{
%TypeHeaderCode
#include <BALL/VIEW/KERNEL/stage.h>
%End
public:
enum Types
{
AMBIENT = 0,
POSITIONAL,
DIRECTIONAL
};
LightSource() throw();
LightSource(const LightSource&) throw();
~LightSource() throw();
const Vector3& getPosition() const throw();
void setPosition(const Vector3&) throw();
const Vector3& getDirection() const throw();
void setDirection(const Vector3&) throw();
const Angle& getAngle() const throw();
void setAngle(const Angle&) throw();
float getIntensity() const throw();
void setIntensity(float) throw();
const ColorRGBA& getColor() const throw();
void setColor(const ColorRGBA&) throw();
Index getType() const throw();
void setType(Types) throw();
void setRelativeToCamera(bool) throw();
bool isRelativeToCamera() const throw();
};
class Camera
{
%TypeHeaderCode
#include <BALL/VIEW/KERNEL/stage.h>
%End
public:
Camera() throw();
Camera(const Camera&) throw();
Camera(const Vector3& , const Vector3& , const Vector3& ) throw();
~Camera() throw();
const Vector3& getViewPoint() const throw();
void setViewPoint(const Vector3& ) throw();
const Vector3& getLookAtPosition() const throw();
void setLookAtPosition(const Vector3& ) throw();
const Vector3& getLookUpVector() const throw();
void setLookUpVector(const Vector3& ) throw() ;
float getDistance() const throw() ;
Vector3 getViewVector() const throw() ;
Vector3 getRightVector() const throw() ;
void translate(const Vector3& ) throw() ;
void rotate(const Quaternion&, const Vector3&) throw();
virtual void clear() throw();
String toString() const throw();
bool readFromString(const String&) throw();
};
class Stage
{
%TypeHeaderCode
#include <BALL/VIEW/KERNEL/stage.h>
%End
public:
Stage() throw();
Stage(const Stage& ) throw();
~Stage() throw();
virtual void clear() throw();
virtual void addLightSource(const LightSource& ) throw();
virtual void removeLightSource(const LightSource& ) throw();
void clearLightSources() throw();
virtual Camera& getCamera() throw();
virtual void setCamera(const Camera& ) throw();
virtual const ColorRGBA& getBackgroundColor() const throw();
virtual void setBackgroundColor(const ColorRGBA& ) throw();
virtual void showCoordinateSystem(bool ) throw();
bool coordinateSystemEnabled() const throw();
void setEyeDistance(float) throw();
float getEyeDistance() const throw();
void setFocalDistance(float) throw();
float getFocalDistance() const throw();
void setSwapSideBySideStereo(bool) throw();
bool swapSideBySideStereo() const throw();
float getFogIntensity() const throw();
void setFogIntensity(float) throw();
Vector3 calculateRelativeCoordinates(Vector3) const;
Vector3 calculateAbsoluteCoordinates(Vector3) const;
};
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