MinVR  0.9.0
A multi-platform virtual reality library
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Macros Pages
Public Member Functions | List of all members
MinVR::AbstractCamera Class Referenceabstract
Inheritance diagram for MinVR::AbstractCamera:
MinVR::CameraOffAxis MinVR::CameraTraditional

Public Member Functions

 AbstractCamera ()
 
virtual ~AbstractCamera ()
 
virtual void updateHeadTrackingFrame (glm::mat4 newHeadFrame)=0
 Updates the camera's current head position. More...
 
virtual void applyProjectionAndCameraMatrices ()=0
 Sets the openGL matrices. More...
 
virtual void applyProjectionAndCameraMatricesForLeftEye ()=0
 Sets the openGL matrices. More...
 
virtual void applyProjectionAndCameraMatricesForRightEye ()=0
 Sets the openGL matrices. More...
 
virtual void setObjectToWorldMatrix (glm::mat4 obj2World)=0
 Sets the object to world matrix. More...
 

Constructor & Destructor Documentation

MinVR::AbstractCamera::AbstractCamera ( )
inline
virtual MinVR::AbstractCamera::~AbstractCamera ( )
inlinevirtual

Member Function Documentation

virtual void MinVR::AbstractCamera::applyProjectionAndCameraMatrices ( )
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.

Remarks
This should be implemented by any derived classes.

Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.

virtual void MinVR::AbstractCamera::applyProjectionAndCameraMatricesForLeftEye ( )
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.

Remarks
This should be implemented by any derived classes.

Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.

virtual void MinVR::AbstractCamera::applyProjectionAndCameraMatricesForRightEye ( )
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.

Remarks
This should be implemented by any derived classes.

Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.

virtual void MinVR::AbstractCamera::setObjectToWorldMatrix ( glm::mat4  obj2World)
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.

Remarks
This should be implemented by any derived classes.

Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.

virtual void MinVR::AbstractCamera::updateHeadTrackingFrame ( glm::mat4  newHeadFrame)
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
[in]Thenew head position.
Remarks
This should be implemented by any derived classes.

Implemented in MinVR::CameraOffAxis, and MinVR::CameraTraditional.


The documentation for this class was generated from the following file: