载入中...
搜索中...
未找到
eve::graphics::Camera3D类 参考
#include <RenderSystem3D.h>
类 eve::graphics::Camera3D 继承关系图:
类 | |
| struct | Data |
Public 成员函数 | |
| void | release () override |
| void | setEye (float x, float y, float z) |
| void | setTarget (float x, float y, float z) |
| void | setUp (float x, float y, float z) |
| void | setFov (float fovYDeg) |
| void | setActive (bool active) |
| void | setAmbient (float r, float g, float b) |
| void | setEnvMap (Texture *cube) |
| Specular IBL cubemap (Graphics::newCubemap). nullptr disables IBL. | |
| void | setEnvIntensity (float intensity) |
| void | screenToRay (float screenX, float screenY, float viewW, float viewH) |
| Build a world-space picking ray from a screen pixel. Stores origin (camera eye) and normalized direction; read via getScreenRay*. viewW/viewH must match the drawable used for rendering. | |
| float | getScreenRayOriginX () |
| float | getScreenRayOriginY () |
| float | getScreenRayOriginZ () |
| float | getScreenRayDirX () |
| float | getScreenRayDirY () |
| float | getScreenRayDirZ () |
静态 Public 成员函数 | |
| static Camera3D * | createCamera () |
详细描述
在文件 RenderSystem3D.h 第 18 行定义.
成员函数说明
◆ createCamera()
|
inlinestatic |
在文件 RenderSystem3D.h 第 41 行定义.
引用了 c.
◆ getScreenRayDirX()
| float eve::graphics::Camera3D::getScreenRayDirX | ( | ) |
◆ getScreenRayDirY()
| float eve::graphics::Camera3D::getScreenRayDirY | ( | ) |
◆ getScreenRayDirZ()
| float eve::graphics::Camera3D::getScreenRayDirZ | ( | ) |
◆ getScreenRayOriginX()
| float eve::graphics::Camera3D::getScreenRayOriginX | ( | ) |
◆ getScreenRayOriginY()
| float eve::graphics::Camera3D::getScreenRayOriginY | ( | ) |
◆ getScreenRayOriginZ()
| float eve::graphics::Camera3D::getScreenRayOriginZ | ( | ) |
◆ release()
|
inlineoverride |
在文件 RenderSystem3D.h 第 22 行定义.
◆ screenToRay()
| void eve::graphics::Camera3D::screenToRay | ( | float | screenX, |
| float | screenY, | ||
| float | viewW, | ||
| float | viewH | ||
| ) |
Build a world-space picking ray from a screen pixel. Stores origin (camera eye) and normalized direction; read via getScreenRay*. viewW/viewH must match the drawable used for rendering.
在文件 RenderSystem3D.cpp 第 174 行定义.
引用了 d, data, dir, eye, fovRad, eve::graphics::perspectiveVulkanRH_ZO() , 以及 w.
被这些函数引用 eve::scene::Scene::pickScreenAt().
◆ setActive()
| void eve::graphics::Camera3D::setActive | ( | bool | active | ) |
在文件 RenderSystem3D.cpp 第 159 行定义.
◆ setAmbient()
| void eve::graphics::Camera3D::setAmbient | ( | float | r, |
| float | g, | ||
| float | b | ||
| ) |
在文件 RenderSystem3D.cpp 第 161 行定义.
◆ setEnvIntensity()
| void eve::graphics::Camera3D::setEnvIntensity | ( | float | intensity | ) |
在文件 RenderSystem3D.cpp 第 170 行定义.
引用了 data.
◆ setEnvMap()
| void eve::graphics::Camera3D::setEnvMap | ( | Texture * | cube | ) |
Specular IBL cubemap (Graphics::newCubemap). nullptr disables IBL.
在文件 RenderSystem3D.cpp 第 168 行定义.
引用了 data.
◆ setEye()
| void eve::graphics::Camera3D::setEye | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
◆ setFov()
| void eve::graphics::Camera3D::setFov | ( | float | fovYDeg | ) |
在文件 RenderSystem3D.cpp 第 157 行定义.
引用了 data.
◆ setTarget()
| void eve::graphics::Camera3D::setTarget | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
◆ setUp()
| void eve::graphics::Camera3D::setUp | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
该类的文档由以下文件生成:
- src/modules/graphics/RenderSystem3D.h
- src/modules/graphics/RenderSystem3D.cpp