43 VL_DEBUG_SET_OBJECT_NAME()
void setKeysBackward(EKey key, EKey modifier=Key_None)
Key bindings to move backward (default = Key_S).
const Vector3 & normalize(T_Scalar *len=NULL)
void setKeysUp(EKey key, EKey modifier=Key_None)
Key bindings to move up (default = Key_W + Key_Shift).
Vector3< T_Scalar > getZ() const
Framebuffer * framebuffer()
The default render target (always returns leftFramebuffer()).
void ignoreNextMouseMoveEvent()
Requests not to dispatch the next mouse move event.
const T_Scalar & z() const
Vector3< T_Scalar > getY() const
void setKeysLeft(EKey key, EKey modifier=Key_None)
Key bindings to move left (default = Key_A).
void setXDegrees(real degree)
void setKeysDown(EKey key, EKey modifier=Key_None)
Key bindings to move down (default = Key_S + Key_Shift).
Viewport * viewport()
The viewport bound to a camera.
Visualization Library main namespace.
Vector3< T_Scalar > getX() const
virtual void setContinuousUpdate(bool continuous)
If the OpenGL context is a widget this function sets whether its area is continuously updated at each...
int height() const
The height of a render target.
virtual void mouseMoveEvent(int x, int y)
Event generated when the mouse moves.
virtual void setMousePosition(int, int)
If the OpenGL context is a widget this function sets the mouse position.
const mat4 & modelingMatrix() const
Returns the Camera's modelingMatrix() (inverse of the view matrix).
const T_Scalar & y() const
void enableEvent(bool enabled)
Event generated whenever setEnabled() is called.
void setCamera(Camera *camera)
The camera to be manipulated.
void setModelingMatrix(const mat4 &mat)
Sets the Camera's modelingMatrix() (inverse of the view matrix).
void setYDegrees(real degree)
void getYXRotationAngles(T_Scalar °rees_y, T_Scalar °rees_x) const
If this matrix can be represented as RY(degrees_y) * RX(degrees_x), where RX and RY are getRotation m...
static Matrix4 & getRotation(Matrix4 &out, float degrees, float x, float y, float z)
bool isKeyPressed(EKey key) const
Returns true if the given key is pressed.
void setKeysForward(EKey key, EKey modifier=Key_None)
Key bindings to move forward (default = Key_W).
fvec3 vec3
Defined as: 'typedef fvec3 vec3'. See also VL_PIPELINE_PRECISION.
Camera * camera()
The camera to be manipulated.
static Matrix4 & getTranslation(Matrix4 &out, const Vector3< float > &v)
static real currentTime()
Seconds passed from an arbitrary origin QueryPerformanceFrequency should be called only once in the a...
void setKeysRight(EKey key, EKey modifier=Key_None)
Key bindings to move right (default = Key_D).
const T_Scalar & x() const
void setPosition(vec3 position)
const T_Scalar & x() const
OpenGLContext * openglContext()
Returns the OpenGLContext to which this UIEventListener is bound or NULL if no context is bound...
virtual void updateEvent()
Event generated when the bound OpenGLContext does not have any other message to process and OpenGLCon...
GhostCameraManipulator()
Constructor.
Represents a virtual camera defining, among other things, the point of view from which scenes can be ...
virtual void setMouseVisible(bool)
If the OpenGL context is a widget this function sets whether the mouse is visible over it or not...