.TH "SoPerspectiveCamera" 3 "Sat Oct 12 2013" "Version 4.0.0a" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME SoPerspectiveCamera \- .PP The \fBSoPerspectiveCamera\fP class defines a camera node with perspective rendering\&. .PP For realistic looking 3D scene, the geometry should be rendered with perspective calculations\&. Use this camera type to accomplish this\&. .SH SYNOPSIS .br .PP .PP \fC#include \fP .PP Inherits \fBSoCamera\fP\&. .SS "Public Member Functions" .in +1c .ti -1c .RI "virtual \fBSoType\fP \fBgetTypeId\fP (void) const " .br .RI "\fIReturns the type identification of an object derived from a class inheriting \fBSoBase\fP\&. This is used for run-time type checking and 'downward' casting\&. \fP" .ti -1c .RI "\fBSoPerspectiveCamera\fP (void)" .br .ti -1c .RI "virtual void \fBscaleHeight\fP (float scalefactor)" .br .ti -1c .RI "virtual \fBSbViewVolume\fP \fBgetViewVolume\fP (float useaspectratio=0\&.0f) const " .br .ti -1c .RI "virtual void \fBviewBoundingBox\fP (const \fBSbBox3f\fP &box, float aspect, float slack)" .br .in -1c .SS "Static Public Member Functions" .in +1c .ti -1c .RI "static \fBSoType\fP \fBgetClassTypeId\fP (void)" .br .RI "\fIThis static method returns the \fBSoType\fP object associated with objects of this class\&. \fP" .ti -1c .RI "static void \fBinitClass\fP (void)" .br .RI "\fISets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system\&. \fP" .in -1c .SS "Public Attributes" .in +1c .ti -1c .RI "\fBSoSFFloat\fP \fBheightAngle\fP" .br .in -1c .SS "Protected Member Functions" .in +1c .ti -1c .RI "virtual const \fBSoFieldData\fP * \fBgetFieldData\fP (void) const " .br .ti -1c .RI "virtual \fB~SoPerspectiveCamera\fP ()" .br .in -1c .SS "Static Protected Member Functions" .in +1c .ti -1c .RI "static const \fBSoFieldData\fP ** \fBgetFieldDataPtr\fP (void)" .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP The \fBSoPerspectiveCamera\fP class defines a camera node with perspective rendering\&. .PP For realistic looking 3D scene, the geometry should be rendered with perspective calculations\&. Use this camera type to accomplish this\&. \fBFILE FORMAT/DEFAULTS:\fP .PP .nf PerspectiveCamera { viewportMapping ADJUST_CAMERA position 0 0 1 orientation 0 0 1 0 nearDistance 1 farDistance 10 aspectRatio 1 focalDistance 5 heightAngle 0\&.78539819 } .fi .PP .SH "Constructor & Destructor Documentation" .PP .SS "SoPerspectiveCamera::SoPerspectiveCamera (void)" Constructor\&. .SS "SoPerspectiveCamera::~SoPerspectiveCamera ()\fC [protected]\fP, \fC [virtual]\fP" Destructor\&. .SH "Member Function Documentation" .PP .SS "\fBSoType\fP SoPerspectiveCamera::getTypeId (void) const\fC [virtual]\fP" .PP Returns the type identification of an object derived from a class inheriting \fBSoBase\fP\&. This is used for run-time type checking and 'downward' casting\&. Usage example: .PP .PP .nf void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } } .fi .PP .PP For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in \fIall\fP subclasses\&. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance \fBInventor/nodes/SoSubNode\&.h\fP (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine\&.h (for engine classes) and so on\&. .PP For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups\&. .PP Reimplemented from \fBSoCamera\fP\&. .SS "const \fBSoFieldData\fP ** SoPerspectiveCamera::getFieldDataPtr (void)\fC [static]\fP, \fC [protected]\fP" \fIThis API member is considered internal to the library, as it is not likely to be of interest to the application programmer\&.\fP .PP Reimplemented from \fBSoCamera\fP\&. .SS "const \fBSoFieldData\fP * SoPerspectiveCamera::getFieldData (void) const\fC [protected]\fP, \fC [virtual]\fP" Returns a pointer to the class-wide field data storage object for this instance\&. If no fields are present, returns \fCNULL\fP\&. .PP Reimplemented from \fBSoCamera\fP\&. .SS "void SoPerspectiveCamera::scaleHeight (floatscalefactor)\fC [virtual]\fP" Scale the \fBSoPerspectiveCamera::heightAngle\fP field by multiplying with \fIscalefactor\fP\&. .PP Implements \fBSoCamera\fP\&. .SS "\fBSbViewVolume\fP SoPerspectiveCamera::getViewVolume (floatuseaspectratio = \fC0\&.0f\fP) const\fC [virtual]\fP" Returns total view volume covered by the camera under the current settings\&. .PP This view volume is not adjusted to account for viewport mapping\&. If you want the same view volume as the one used during rendering, you should use getViewVolume(SbViewportRegion & vp, const SbMatrix & mm), or do something like this: .PP .PP .nf SbViewVolume vv; float aspectratio = myviewport.getViewportAspectRatio(); switch (camera->viewportMapping.getValue()) { case SoCamera::CROP_VIEWPORT_FILL_FRAME: case SoCamera::CROP_VIEWPORT_LINE_FRAME: case SoCamera::CROP_VIEWPORT_NO_FRAME: vv = camera->getViewVolume(0.0f); break; case SoCamera::ADJUST_CAMERA: vv = camera->getViewVolume(aspectratio); if (aspectratio < 1.0f) vv.scale(1.0f / aspectratio); break; case SoCamera::LEAVE_ALONE: vv = camera->getViewVolume(0.0f); break; default: assert(0 && "unknown viewport mapping"); break; }.fi .PP .PP Also, for the CROPPED viewport mappings, the viewport might be changed if the viewport aspect ratio is not equal to the camera aspect ratio\&. See the SoCamera::getView() source-code (private method) to see how this is done\&. .PP Implements \fBSoCamera\fP\&. .SS "void SoPerspectiveCamera::viewBoundingBox (const \fBSbBox3f\fP &box, floataspect, floatslack)\fC [virtual]\fP" Convenience method for setting up the camera definition to cover the given bounding \fIbox\fP with the given \fIaspect\fP ratio\&. Multiplies the exact dimensions with a \fIslack\fP factor to have some space between the rendered model and the borders of the rendering area\&. .PP If you define your own camera node class, be aware that this method should \fInot\fP set the orientation field of the camera, only the position, focal distance and near and far clipping planes\&. .PP Implements \fBSoCamera\fP\&. .SH "Member Data Documentation" .PP .SS "\fBSoSFFloat\fP SoPerspectiveCamera::heightAngle" The vertical angle of the viewport, also known as 'field of view'\&. Default value is 45° (note: value is specified in radians)\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.