MinVR::AbstractCamera::AbstractCamera |
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virtual MinVR::AbstractCamera::~AbstractCamera |
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inlinevirtual |
virtual void MinVR::AbstractCamera::applyProjectionAndCameraMatrices |
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pure virtual |
This method sets the openGL projection and modelview matrices based on the current head position and objectToWorldMatrix. The projection matrix is set so that the camera is centered between the eyes.
Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.
virtual void MinVR::AbstractCamera::applyProjectionAndCameraMatricesForLeftEye |
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pure virtual |
This method sets the openGL projection and modelview matrices based on the current head position and objectToWorldMatrix. The projection matrix is set so that the camera is for the left eye for stereoscopic rendering.
Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.
virtual void MinVR::AbstractCamera::applyProjectionAndCameraMatricesForRightEye |
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pure virtual |
This method sets the openGL projection and modelview matrices based on the current head position and objectToWorldMatrix. The projection matrix is set so that the camera is for the right eye for stereoscopic rendering.
Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.
virtual void MinVR::AbstractCamera::setObjectToWorldMatrix |
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glm::mat4 |
obj2World) | |
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pure virtual |
This method sets the transformation between the current object (model) space and world (room) coordinate system. It is used when setting the opengl modelview matrix.
Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.
virtual void MinVR::AbstractCamera::updateHeadTrackingFrame |
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glm::mat4 |
newHeadFrame) | |
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pure virtual |
This method is called by the MVREngine to update the current head position for cameras which take into account the head position when calculating the projection matrix.
- Parameters
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[in] | The | new head position. |
Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.
The documentation for this class was generated from the following file: