public class VolumeManipulator extends java.lang.Object implements IActivableCamera
| Modifier and Type | Class and Description |
|---|---|
static class |
VolumeManipulator.DefaultEventGesture |
static class |
VolumeManipulator.DefaultInputGesture |
static interface |
VolumeManipulator.Gesture |
static class |
VolumeManipulator.SimpleGesture |
| Constructor and Description |
|---|
VolumeManipulator() |
| Modifier and Type | Method and Description |
|---|---|
void |
acquireEdition(IInput input) |
void |
adjustProjection() |
void |
discardEdition(IInput input) |
protected float |
distanceToPivot() |
boolean |
fitToFrustum()
Fit a model, rotating around y axis, to the frustum.
|
boolean |
fitToFrustum(IBoundable boundable) |
protected static Box |
getBoundingBox(IBoundable boundable) |
<T extends VolumeManipulator.Gesture> |
getGesture() |
Mat4x4 |
getLookAt(Mat4x4 dst)
| -left.x -left.y -left.z -( left.dot.position) |
| up.x up.y up.z ( up.dot.position) |
| -forward.x -forward.y -forward.z -(forward.dot.position) |
| 0 0 0 1 |
|
boolean |
hasChanged() |
void |
moveToCenter()
Move the view (camera) to model center.
|
void |
registerGesture(IInput input) |
void |
reset() |
void |
rotate(Vec3 vector)
Rotate the camera.
|
void |
setGesture(VolumeManipulator.Gesture gesture) |
void |
setLookAt(Mat4x4 matrix) |
void |
setProjectionParameters(float zNearRatio,
float minZNear,
float zFarRatio,
float maxZFar) |
void |
setRotation(Quat q) |
void |
setSceneView(SceneView sceneView) |
void |
setViewForward(Vec3 forward,
Vec3 up) |
boolean |
setVolume(IBoundable boundable) |
void |
translate(Vec3 vector)
Translate the camera.
|
void |
update(SceneView sceneView,
long timePassedMs)
Update the camera
|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, waitisActive, setActivepublic final void setProjectionParameters(float zNearRatio,
float minZNear,
float zFarRatio,
float maxZFar)
public <T extends VolumeManipulator.Gesture> T getGesture()
public void setGesture(VolumeManipulator.Gesture gesture)
public void registerGesture(IInput input)
public void setSceneView(SceneView sceneView)
public boolean setVolume(IBoundable boundable)
public void reset()
public void moveToCenter()
public final void adjustProjection()
public boolean fitToFrustum()
public boolean fitToFrustum(IBoundable boundable)
public void update(SceneView sceneView, long timePassedMs)
ICamerapublic final boolean hasChanged()
public final void acquireEdition(IInput input)
public final void discardEdition(IInput input)
public Mat4x4 getLookAt(Mat4x4 dst)
IViewable| -left.x -left.y -left.z -( left.dot.position) | | up.x up.y up.z ( up.dot.position) | | -forward.x -forward.y -forward.z -(forward.dot.position) | | 0 0 0 1 |
public void setLookAt(Mat4x4 matrix)
public void translate(Vec3 vector)
public void rotate(Vec3 vector)
vector - rotation in radians.public void setRotation(Quat q)
protected final float distanceToPivot()
protected static final Box getBoundingBox(IBoundable boundable)
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