MODULE = Ogre PACKAGE = Ogre::Camera
SceneManager *
Camera::getSceneManager()
String
Camera::getName()
void
Camera::setPolygonMode(int sd)
C_ARGS:
(PolygonMode)sd
int
Camera::getPolygonMode()
void
Camera::setPosition(...)
CODE:
if (sv_isobject(ST(1)) && sv_derived_from(ST(1), "Ogre::Vector3")) {
Vector3 *vec = (Vector3 *) SvIV((SV *) SvRV(ST(1))); // TMOGRE_IN
THIS->setPosition(*vec);
}
else if (items == 4) {
THIS->setPosition((Real)SvNV(ST(1)), (Real)SvNV(ST(2)), (Real)SvNV(ST(3)));
}
else {
croak("Usage: Ogre::Camera::setPosition(THIS, vec) or (THIS, x , y, z)\n");
}
Vector3 *
Camera::getPosition()
CODE:
RETVAL = new Vector3;
*RETVAL = THIS->getPosition();
OUTPUT:
RETVAL
void
Camera::move(Vector3 *vec)
C_ARGS:
*vec
void
Camera::moveRelative(Vector3 *vec)
C_ARGS:
*vec
void
Camera::setDirection(...)
CODE:
if (sv_isobject(ST(1)) && sv_derived_from(ST(1), "Ogre::Vector3")) {
Vector3 *vec = (Vector3 *) SvIV((SV *) SvRV(ST(1))); // TMOGRE_IN
THIS->lookAt(*vec);
}
else if (items == 4) {
THIS->lookAt((Real)SvNV(ST(1)), (Real)SvNV(ST(2)), (Real)SvNV(ST(3)));
}
else {
croak("Usage: Ogre::Camera::setDirection(THIS, vec) or (THIS, x , y, z)\n");
}
# Vector3 getDirection()
# Vector3 getUp()
# Vector3 getRight()
void
Camera::lookAt(...)
CODE:
if (sv_isobject(ST(1)) && sv_derived_from(ST(1), "Ogre::Vector3")) {
Vector3 *vec = (Vector3 *) SvIV((SV *) SvRV(ST(1))); // TMOGRE_IN
THIS->lookAt(*vec);
}
else if (items == 4) {
THIS->lookAt((Real)SvNV(ST(1)), (Real)SvNV(ST(2)), (Real)SvNV(ST(3)));
}
else {
croak("Usage: Ogre::Camera::lookAt(THIS, vec) or (THIS, x , y, z)\n");
}
void
Camera::roll(angle)
DegRad * angle
C_ARGS:
*angle
void
Camera::yaw(angle)
DegRad * angle
C_ARGS:
*angle
void
Camera::pitch(angle)
DegRad * angle
C_ARGS:
*angle
void
Camera::rotate(...)
CODE:
if (items == 2 && sv_isobject(ST(1)) && sv_derived_from(ST(1), "Ogre::Quaternion")) {
Quaternion *q = (Quaternion *) SvIV((SV *) SvRV(ST(1))); // TMOGRE_IN
THIS->rotate(*q);
}
else if (items == 3 && sv_isobject(ST(1)) && sv_derived_from(ST(1), "Ogre::Vector3")
&& sv_isobject(ST(2)) && sv_derived_from(ST(2), "Ogre::DegRad"))
{
const Vector3 *vec = (Vector3 *) SvIV((SV *) SvRV(ST(1))); // TMOGRE_IN
DegRad *angle;
TMOGRE_DEGRAD_IN(ST(2), angle, Ogre::Camera, rotate);
THIS->rotate(*vec, *angle);
}
else {
croak("Usage: Ogre::Camera::rotate(THIS, quat) or (THIS, vec, degrad)\n");
}
void
Camera::setFixedYawAxis(bool useFixed, Vector3 *fixedAxis)
C_ARGS:
useFixed, *fixedAxis
## const Quaternion & Camera::getOrientation()
void
Camera::setOrientation(Quaternion *q)
C_ARGS:
*q
## const Quaternion & getDerivedOrientation ()
## const Vector3 & getDerivedPosition ()
## Vector3 getDerivedDirection ()
## Vector3 getDerivedUp ()
## Vector3 getDerivedRight ()
## const Quaternion & getRealOrientation ()
## const Vector3 & getRealPosition ()
## Vector3 getRealDirection ()
## Vector3 getRealUp ()
## Vector3 getRealRight ()
String
Camera::getMovableType()
void
Camera::setAutoTracking(bool enabled, SceneNode *target=0, const Vector3 *offset=&Vector3::ZERO)
C_ARGS:
enabled, target, *offset
void
Camera::setLodBias(Real factor=1.0)
Real
Camera::getLodBias()
Ray *
Camera::getCameraToViewportRay(Real screenx, Real screeny)
CODE:
RETVAL = new Ray;
*RETVAL = THIS->getCameraToViewportRay(screenx, screeny);
OUTPUT:
RETVAL
void
Camera::setWindow(Real Left, Real Top, Real Right, Real Bottom)
void
Camera::resetWindow()
bool
Camera::isWindowSet()
## const std::vector< Plane > & Camera::getWindowPlanes()
Real
Camera::getBoundingRadius()
SceneNode *
Camera::getAutoTrackTarget()
## const Vector3 & Camera::getAutoTrackOffset()
Viewport *
Camera::getViewport()
void
Camera::setAutoAspectRatio(bool autoratio)
bool
Camera::getAutoAspectRatio()
void
Camera::setCullingFrustum(frustum)
Frustum * frustum
Frustum *
Camera::getCullingFrustum()
## void Camera::forwardIntersect(const Plane &worldPlane, std::vector< Vector4 > *intersect3d)
## xxx
##bool
##Camera::isVisible(const AxisAlignedBox &bound, FrustumPlane *culledBy=0)
##bool
##Camera::isVisible(const Sphere &bound, FrustumPlane *culledBy=0)
##bool
##Camera::isVisible(const Vector3 &vert, FrustumPlane *culledBy=0)
## xxx: this is actually a pointer to a list of Vector3
## const Vector3 * Camera::getWorldSpaceCorners()
## const Plane & Camera::getFrustumPlane(unsigned short plane)
## xxx
##bool
##Camera::projectSphere(const Sphere &sphere, Real *left, Real *top, Real *right, Real *bottom)
Real
Camera::getNearClipDistance()
Real
Camera::getFarClipDistance()
## const Matrix4 & Camera::getViewMatrix()
## const Matrix4 & Camera::getViewMatrix(bool ownFrustumOnly)
void
Camera::setUseRenderingDistance(bool use)
bool
Camera::getUseRenderingDistance()