#include <openvdb/tools/RayTracer.h>
Inherits BaseCamera.
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| OrthographicCamera (Film &film, const Vec3R &rotation=Vec3R(0.0), const Vec3R &translation=Vec3R(0.0), double frameWidth=1.0, double nearPlane=1e-3, double farPlane=std::numeric_limits< double >::max()) |
| Constructor. More...
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| ~OrthographicCamera () override=default |
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math::Ray< double > | getRay (size_t i, size_t j, double iOffset=0.5, double jOffset=0.5) const override |
| Return a Ray in world space given the pixel indices and optional offsets in the range [0, 1]. An offset of 0.5 corresponds to the center of the pixel. More...
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Film::RGBA & | pixel (size_t i, size_t j) |
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size_t | width () const |
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size_t | height () const |
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void | lookAt (const Vec3R &xyz, const Vec3R &up=Vec3R(0.0, 1.0, 0.0)) |
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Vec3R | rasterToScreen (double i, double j, double z) const |
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void | initRay (double t0, double t1) |
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OrthographicCamera |
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Film & |
film, |
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const Vec3R & |
rotation = Vec3R(0.0) , |
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const Vec3R & |
translation = Vec3R(0.0) , |
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double |
frameWidth = 1.0 , |
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double |
nearPlane = 1e-3 , |
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double |
farPlane = std::numeric_limits<double>::max() |
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inline |
Constructor.
- Parameters
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film | film (i.e. image) defining the pixel resolution |
rotation | rotation in degrees of the camera in world space (applied in x, y, z order) |
translation | translation of the camera in world-space units, applied after rotation |
frameWidth | width in of the frame in world-space units |
nearPlane | depth of the near clipping plane in world-space units |
farPlane | depth of the far clipping plane in world-space units |
If no rotation or translation is provided, the camera is placed at (0,0,0) in world space and points in the direction of the negative z axis.
math::Ray<double> getRay |
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size_t |
i, |
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size_t |
j, |
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double |
iOffset = 0.5 , |
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double |
jOffset = 0.5 |
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inlineoverridevirtual |
Return a Ray in world space given the pixel indices and optional offsets in the range [0, 1]. An offset of 0.5 corresponds to the center of the pixel.
Implements BaseCamera.
void initRay |
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double |
t0, |
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double |
t1 |
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inlineprotectedinherited |
Rotate the camera so its negative z-axis points at xyz and its y axis is in the plane of the xyz and up vectors. In other words the camera will look at xyz and use up as the horizontal direction.
Vec3R rasterToScreen |
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double |
i, |
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double |
j, |
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double |
z |
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inlineinherited |