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/**
*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux 1 and Inria Bordeaux - Sud Ouest
*
* Tulip 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 3
* of the License, or (at your option) any later version.
*
* Tulip 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 General Public License for more details.
*
*/
// +-------------------------------------------------------------------------+
// | Tulip Python Bindings |
// | inspired for bindings by the Booggie project development team |
// | (http://booggie.org/) |
// +-------------------------------------------------------------------------+
%ModuleHeaderCode
#include <tulip/Matrix.h>
namespace tlp {
typedef tlp::Matrix<float, 4> Mat4f;
};
%End
namespace tlp {
class Camera : tlp::Observable {
public:
Camera(tlp::GlScene* scene, tlp::Coord center = tlp::Coord(0, 0, 0), tlp::Coord eyes = tlp::Coord(0, 0, 10), tlp::Coord up = tlp::Coord(0, -1, 0), double zoomFactor = 0.5, double sceneRadius = 10);
Camera(tlp::GlScene* scene, bool d3);
void setScene(tlp::GlScene *scene);
tlp::GlScene *getScene();
void move(float speed);
void strafeLeftRight(float speed);
void strafeUpDown(float speed);
void rotate(float angle, float x, float y, float z);
bool is3D();
tlp::Vec4i getViewport();
void initGl();
void initLight();
void initProjection(const tlp::Vec4i& viewport,bool reset=true);
void initProjection(bool reset = true);
void initModelView();
void setSceneRadius(double sceneRadius);
double getSceneRadius();
void setZoomFactor(double zoomFactor);
double getZoomFactor();
void setEyes(const tlp::Coord& eyes);
tlp::Coord getEyes();
void setCenter(const tlp::Coord& center);
tlp::Coord getCenter();
void setUp(const tlp::Coord& up);
tlp::Coord getUp();
void getModelviewMatrix(tlp::Mat4f &modelviewMatrix /Out/);
void getProjectionMatrix(tlp::Mat4f &projectionMatrix /Out/);
void getTransformMatrix(tlp::Mat4f &transformMatrix /Out/);
void getProjAndMVMatrix(const tlp::Vec4i& viewport, tlp::Mat4f &projectionMatrix /Out/, tlp::Mat4f &modelviewMatrix /Out/);
void getTransformMatrix(const tlp::Vec4i& viewport, tlp::Mat4f &transformMatrix /Out/);
tlp::Coord screenTo3DWorld(const tlp::Coord &point);
tlp::Coord worldTo2DScreen(const tlp::Coord &obj);
};
};
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