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-rw-r--r--dep/include/g3dlite/G3D/GCamera.h104
1 files changed, 52 insertions, 52 deletions
diff --git a/dep/include/g3dlite/G3D/GCamera.h b/dep/include/g3dlite/G3D/GCamera.h
index 3205f3904b1..c4fd27a1ff5 100644
--- a/dep/include/g3dlite/G3D/GCamera.h
+++ b/dep/include/g3dlite/G3D/GCamera.h
@@ -32,23 +32,23 @@ private:
/**
Vertical field of view (in radians)
*/
- float fieldOfView;
+ float fieldOfView;
- /**
- The image plane depth corresponding to a vertical field of
- view, where the film size is 1x1.
+ /**
+ The image plane depth corresponding to a vertical field of
+ view, where the film size is 1x1.
*/
- float imagePlaneDepth;
+ float imagePlaneDepth;
/**
Clipping plane, *not* imaging plane. Positive numbers.
*/
- float nearPlane;
+ float nearPlane;
/**
- Positive
+ Positive
*/
- float farPlane;
+ float farPlane;
CoordinateFrame cframe;
@@ -64,7 +64,7 @@ public:
/** The plane containing the face. */
Plane plane;
};
-
+
/** The vertices, in homogeneous space. If w == 0,
a vertex is at infinity. */
Array<Vector4> vertexPos;
@@ -77,42 +77,42 @@ public:
Array<Face> faceArray;
};
- GCamera();
+ GCamera();
virtual ~GCamera();
- CoordinateFrame getCoordinateFrame() const;
- void getCoordinateFrame(CoordinateFrame& c) const;
- void setCoordinateFrame(const CoordinateFrame& c);
-
+ CoordinateFrame getCoordinateFrame() const;
+ void getCoordinateFrame(CoordinateFrame& c) const;
+ void setCoordinateFrame(const CoordinateFrame& c);
+
/**
- Sets the horizontal field of view, in radians. The
+ Sets the horizontal field of view, in radians. The
initial angle is toRadians(55).
- <UL>
- <LI> toRadians(50) - Telephoto
- <LI> toRadians(110) - Normal
- <LI> toRadians(140) - Wide angle
- </UL>
- */
- void setFieldOfView(float angle);
-
- /**
- Sets the field of view based on a desired image plane depth
- (<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
- depth, and height are measured in the same units (meters are
- recommended). The field of view will span the diagonal to the
- image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width =
- 0.36 mm and height = 0.24 mm. The width and height used are
- generally not the pixel dimensions of the image.
- */
- void setImagePlaneDepth(
+ <UL>
+ <LI> toRadians(50) - Telephoto
+ <LI> toRadians(110) - Normal
+ <LI> toRadians(140) - Wide angle
+ </UL>
+ */
+ void setFieldOfView(float angle);
+
+ /**
+ Sets the field of view based on a desired image plane depth
+ (<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
+ depth, and height are measured in the same units (meters are
+ recommended). The field of view will span the diagonal to the
+ image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width =
+ 0.36 mm and height = 0.24 mm. The width and height used are
+ generally not the pixel dimensions of the image.
+ */
+ void setImagePlaneDepth(
float depth,
const class Rect2D& viewport);
- inline double getFieldOfView() const {
- return fieldOfView;
- }
+ inline double getFieldOfView() const {
+ return fieldOfView;
+ }
/**
Projects a world space point onto a width x height screen. The
@@ -147,7 +147,7 @@ public:
/**
Returns the image plane depth, <I>s'</I>, given the current field
of view for film of dimensions width x height. See
- setImagePlaneDepth for a discussion of worldspace values width and height.
+ setImagePlaneDepth for a discussion of worldspace values width and height.
*/
float getImagePlaneDepth(
const class Rect2D& viewport) const;
@@ -162,7 +162,7 @@ public:
Integer (x, y) values correspond to
the upper left corners of pixels. If you want to cast rays
- through pixel centers, add 0.5 to x and y.
+ through pixel centers, add 0.5 to x and y.
*/
Ray worldRay(
float x,
@@ -184,15 +184,15 @@ public:
return -farPlane;
}
- inline void setFarPlaneZ(float z) {
- debugAssert(z < 0);
- farPlane = -z;
- }
+ inline void setFarPlaneZ(float z) {
+ debugAssert(z < 0);
+ farPlane = -z;
+ }
- inline void setNearPlaneZ(float z) {
- debugAssert(z < 0);
- nearPlane = -z;
- }
+ inline void setNearPlaneZ(float z) {
+ debugAssert(z < 0);
+ nearPlane = -z;
+ }
/**
Returns the GCamera space width of the viewport.
@@ -203,16 +203,16 @@ public:
/**
Returns the GCamera space height of the viewport.
*/
- float getViewportHeight(
+ float getViewportHeight(
const class Rect2D& viewport) const;
/**
Read back a GCamera space z-value at pixel (x, y) from the depth buffer.
double getZValue(
- double x,
- double y,
+ double x,
+ double y,
const class Rect2D& viewport,
- double polygonOffset = 0) const;
+ double polygonOffset = 0) const;
*/
void setPosition(const Vector3& t);
@@ -220,13 +220,13 @@ public:
void lookAt(const Vector3& position, const Vector3& up = Vector3::unitY());
/**
- Returns the clipping planes of the frustum, in world space.
+ Returns the clipping planes of the frustum, in world space.
The planes have normals facing <B>into</B> the view frustum.
The plane order is guaranteed to be:
Near, Right, Left, Top, Bottom, [Far]
- If the far plane is at infinity, the resulting array will have
+ If the far plane is at infinity, the resulting array will have
5 planes, otherwise there will be 6.
The viewport is used only to determine the aspect ratio of the screen; the