23 #ifndef INCLUDED_CAMERA
24 #define INCLUDED_CAMERA
107 void Render(
int intermediates = 0)
const;
void SetProjection(const CMatrix3D &matrix)
const CFrustum & GetFrustum() const
CVector3D GetWorldCoordinates(int px, int py, bool aboveWater=false) const
void LookAlong(CVector3D camera, CVector3D focus, CVector3D up)
CMatrix3D & GetOrientation()
void LookAt(const CVector3D &camera, const CVector3D &orientation, const CVector3D &up)
void GetCameraPlanePoints(float dist, CVector3D pts[4]) const
void GetScreenCoordinates(const CVector3D &world, float &x, float &y) const
void ClipFrustum(const CPlane &clipPlane)
CMatrix3D & GetProjection()
const CMatrix3D & GetOrientation() const
void SetViewPort(const SViewPort &viewport)
float GetNearPlane() const
void UpdateFrustum(const CBoundingBoxAligned &scissor=CBoundingBoxAligned(CVector3D(-1.0f,-1.0f,-1.0f), CVector3D(1.0f, 1.0f, 1.0f)))
const SViewPort & GetViewPort() const
void BuildCameraRay(int px, int py, CVector3D &origin, CVector3D &dir) const
void GetInverse(CMatrix3D &dst) const
CMatrix3D GetViewProjection() const
float GetFarPlane() const
void Render(int intermediates=0) const
Render: Renders the camera's frustum in world space.
JSBool focus(JSContext *cx, uintN argc, jsval *vp)
const CMatrix3D & GetProjection() const
CVector3D GetFocus() const
void SetProjectionTile(int tiles, int tile_x, int tile_y)
void SetProjection(float nearp, float farp, float fov)