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CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="/inc/img/reddots.gif"></TD> <TD><B>Documentation</B></TD> <TD ALIGN=RIGHT> </td> </tr></table> <!-- Generated by Doxygen 1.2.14 --> <center> <a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:/cgi-bin/nel-search.cgi" href="/cgi-bin/nel-search.cgi">Search</a> </center> <hr><h1>NL3D::UCamera Class Reference</h1>Game interface for manipulating Camera. <a href="#_details">More...</a> <p> <code>#include <<a class="el" href="u__camera_8h-source.html">u_camera.h</a>></code> <p> <p>Inheritance diagram for NL3D::UCamera: <p><center><img src="classNL3D_1_1UCamera.gif" usemap="#NL3D::UCamera_map" border="0"></center> <map name="NL3D::UCamera_map"> <area href="classNL3D_1_1UTransform.html" alt="NL3D::UTransform" shape="rect" coords="0,56,139,80"> <area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,139,24"> <area href="classNL3D_1_1CCameraUser.html" alt="NL3D::CCameraUser" shape="rect" coords="0,168,139,192"> </map> <a href="classNL3D_1_1UCamera-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> <tr><td colspan=2><br><h2>Public Methods</h2></td></tr> <tr><td colspan="2"><div class="groupHeader">Frustum</div></td></tr> <tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_0">setFrustum</a> (const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a> &f)=0</td></tr> <tr><td> </td><td><font size=-1><em>Set the frustum of the camera.</em> <a href="#z12_0">More...</a><em></em></font><br><br></td></tr> <tr><td nowrap align=right valign=top>virtual const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a> & </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_1">getFrustum</a> () const=0</td></tr> <tr><td> </td><td><font size=-1><em>Get the frustum of the camera.</em> <a href="#z12_1">More...</a><em></em></font><br><br></td></tr> <tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_2">setFrustum</a> (float left, float right, float bottom, float top, float znear, float zfar, bool perspective=true)=0</td></tr> <tr><td> </td><td><font size=-1><em>Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).</em> <a href="#z12_2">More...</a><em></em></font><br><br></td></tr> <tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_3">setFrustum</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a389">width</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a390">height</a>, float znear, float zfar, bool perspective=true)=0</td></tr> <tr><td> </td><td><font size=-1><em>Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).</em> <a href="#z12_3">More...</a><em></em></font><br><br></td></tr> <tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_4">getFrustum</a> (float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const=0</td></tr> <tr><td> </td><td><font size=-1><em>Get the camera frustum.</em> <a href="#z12_4">More...</a><em></em></font><br><br></td></tr> <tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_5">isOrtho</a> () const=0</td></tr> <tr><td> </td><td><font size=-1><em>Is a ortho camera?</em> <a href="#z12_5">More...</a><em></em></font><br><br></td></tr> <tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_6">isPerspective</a> () const=0</td></tr> <tr><td> </td><td><font size=-1><em>Is a perspective camera?</em> <a href="#z12_6">More...</a><em></em></font><br><br></td></tr> <tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_7">setPerspective</a> (float fov, float aspectRatio, float znear, float zfar)=0</td></tr> <tr><td> </td><td><font size=-1><em>Setup a perspective camera, giving a fov in radians.</em> <a href="#z12_7">More...</a><em></em></font><br><br></td></tr> <tr><td colspan=2><br><h2>Static Public Attributes</h2></td></tr> <tr><td colspan="2"><div class="groupHeader">Default Camera frustum (perspective).</div></td></tr> <tr><td nowrap align=right valign=top>const float </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_0">DefLx</a> = 0.26f</td></tr> <tr><td nowrap align=right valign=top>const float </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_1">DefLy</a> = 0.2f</td></tr> <tr><td nowrap align=right valign=top>const float </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_2">DefLzNear</a> = 0.15f</td></tr> <tr><td nowrap align=right valign=top>const float </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_3">DefLzFar</a> = 1000.0f</td></tr> <tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> <tr><td colspan="2"><div class="groupHeader">Object</div></td></tr> <tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z10_0">UCamera</a> ()</td></tr> <tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z10_1">~UCamera</a> ()</td></tr> </table> <hr><a name="_details"></a><h2>Detailed Description</h2> Game interface for manipulating Camera. <p> <dl compact><dt><b> Author: </b><dd> Lionel Berenguier , Nevrax France </dl><dl compact><dt><b> Date: </b><dd> 2001 </dl> <p> <p> Definition at line <a class="el" href="u__camera_8h-source.html#l00045">45</a> of file <a class="el" href="u__camera_8h-source.html">u_camera.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> <a name="z10_0" doxytag="NL3D::UCamera::UCamera"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> NL3D::UCamera::UCamera </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top">) </td> <td class="md" nowrap><code> [inline, protected]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> <p> Definition at line <a class="el" href="u__camera_8h-source.html#l00051">51</a> of file <a class="el" href="u__camera_8h-source.html">u_camera.h</a>. </td> </tr> </table> <a name="z10_1" doxytag="NL3D::UCamera::~UCamera"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual NL3D::UCamera::~UCamera </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top">) </td> <td class="md" nowrap><code> [inline, protected, virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> <p> Definition at line <a class="el" href="u__camera_8h-source.html#l00052">52</a> of file <a class="el" href="u__camera_8h-source.html">u_camera.h</a>. </td> </tr> </table> <hr><h2>Member Function Documentation</h2> <a name="z12_4" doxytag="NL3D::UCamera::getFrustum"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::getFrustum </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">float & </td> <td class="mdname" nowrap> <em>left</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float & </td> <td class="mdname" nowrap> <em>right</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float & </td> <td class="mdname" nowrap> <em>bottom</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float & </td> <td class="mdname" nowrap> <em>top</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float & </td> <td class="mdname" nowrap> <em>znear</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float & </td> <td class="mdname" nowrap> <em>zfar</em></td> </tr> <tr> <td></td> <td class="md">) </td> <td class="md" colspan="2"> const<code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Get the camera frustum. <p> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_4">NL3D::CCameraUser</a>. </td> </tr> </table> <a name="z12_1" doxytag="NL3D::UCamera::getFrustum"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a>& NL3D::UCamera::getFrustum </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top">) </td> <td class="md" nowrap> const<code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Get the frustum of the camera. <p> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_1">NL3D::CCameraUser</a>. </td> </tr> </table> <a name="z12_5" doxytag="NL3D::UCamera::isOrtho"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual bool NL3D::UCamera::isOrtho </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top">) </td> <td class="md" nowrap> const<code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Is a ortho camera? <p> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_5">NL3D::CCameraUser</a>. </td> </tr> </table> <a name="z12_6" doxytag="NL3D::UCamera::isPerspective"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual bool NL3D::UCamera::isPerspective </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top">) </td> <td class="md" nowrap> const<code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Is a perspective camera? <p> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_6">NL3D::CCameraUser</a>. </td> </tr> </table> <a name="z12_3" doxytag="NL3D::UCamera::setFrustum"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setFrustum </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">float </td> <td class="mdname" nowrap> <em>width</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>height</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>znear</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>zfar</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>bool </td> <td class="mdname" nowrap> <em>perspective</em> = true</td> </tr> <tr> <td></td> <td class="md">) </td> <td class="md" colspan="2"><code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective). <p> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_3">NL3D::CCameraUser</a>. </td> </tr> </table> <a name="z12_2" doxytag="NL3D::UCamera::setFrustum"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setFrustum </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">float </td> <td class="mdname" nowrap> <em>left</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>right</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>bottom</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>top</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>znear</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>zfar</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>bool </td> <td class="mdname" nowrap> <em>perspective</em> = true</td> </tr> <tr> <td></td> <td class="md">) </td> <td class="md" colspan="2"><code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective). <p> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_2">NL3D::CCameraUser</a>. </td> </tr> </table> <a name="z12_0" doxytag="NL3D::UCamera::setFrustum"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setFrustum </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a> & </td> <td class="mdname1" valign="top" nowrap> <em>f</em> </td> <td class="md" valign="top">) </td> <td class="md" nowrap><code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Set the frustum of the camera. <p> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_0">NL3D::CCameraUser</a>. </td> </tr> </table> <a name="z12_7" doxytag="NL3D::UCamera::setPerspective"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setPerspective </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">float </td> <td class="mdname" nowrap> <em>fov</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>aspectRatio</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>znear</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>float </td> <td class="mdname" nowrap> <em>zfar</em></td> </tr> <tr> <td></td> <td class="md">) </td> <td class="md" colspan="2"><code> [pure virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Setup a perspective camera, giving a fov in radians. <p> <dl compact><dt><b> Parameters: </b><dd> <table border=0 cellspacing=2 cellpadding=0> <tr><td valign=top><em>fov</em> </td><td> the horizontal angle of view, in radians. (Pi/2 as example) </td></tr> <tr><td valign=top><em>aspectRatio</em> </td><td> the ratio horizontal/vertical (1.33 as example). </td></tr> <tr><td valign=top><em>znear</em> </td><td> the front clipping plane distance. </td></tr> <tr><td valign=top><em>zfar</em> </td><td> the back clipping plane distance. </td></tr> </table> </dl> <p> Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_7">NL3D::CCameraUser</a>. </td> </tr> </table> <hr><h2>Member Data Documentation</h2> <a name="z11_0" doxytag="NL3D::UCamera::DefLx"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> const float NL3D::UCamera::DefLx = 0.26f<code> [static]</code> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> <p> Definition at line <a class="el" href="camera__user_8cpp-source.html#l00035">35</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>. </td> </tr> </table> <a name="z11_1" doxytag="NL3D::UCamera::DefLy"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> const float NL3D::UCamera::DefLy = 0.2f<code> [static]</code> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> <p> Definition at line <a class="el" href="camera__user_8cpp-source.html#l00036">36</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>. </td> </tr> </table> <a name="z11_3" doxytag="NL3D::UCamera::DefLzFar"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> const float NL3D::UCamera::DefLzFar = 1000.0f<code> [static]</code> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> <p> Definition at line <a class="el" href="camera__user_8cpp-source.html#l00038">38</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>. </td> </tr> </table> <a name="z11_2" doxytag="NL3D::UCamera::DefLzNear"></a><p> <table width="100%" cellpadding="2" cellspacing="0" border="0"> <tr> <td class="md"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> const float NL3D::UCamera::DefLzNear = 0.15f<code> [static]</code> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> <p> Definition at line <a class="el" href="camera__user_8cpp-source.html#l00037">37</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>. </td> </tr> </table> <hr>The documentation for this class was generated from the following files:<ul> <li><a class="el" href="u__camera_8h-source.html">u_camera.h</a><li><a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a></ul> <!-- footer --> <BR><FONT Size=+5> </FONT> </TD> <TD WIDTH=15><IMG SRC=/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> </TR> </TABLE> </BODY> </HTML>