A completely generic linear lens. More...
Public Member Functions | |
MatrixLens () | |
clearLeftEyeMat () | |
Removes the custom projection matrix set for the left eye, and uses the center matrix (set by set_user_mat) instead. | |
clearRightEyeMat () | |
Removes the custom projection matrix set for the right eye, and uses the center matrix (set by set_user_mat) instead. | |
Mat4 const | getLeftEyeMat () |
Returns the custom projection matrix for the left eye, if any, or the center matrix if there is no custom matrix set for the left eye. | |
Mat4 const | getRightEyeMat () |
Returns the custom projection matrix for the right eye, if any, or the center matrix if there is no custom matrix set for the right eye. | |
Mat4 const | getUserMat () |
Returns the explicit projection matrix as set by the user. | |
bool | hasLeftEyeMat () |
Returns true if the camera has a custom projection matrix set for the left eye, or false if the center matrix (set by set_user_mat) will be used for the left eye. | |
bool | hasRightEyeMat () |
Returns true if the camera has a custom projection matrix set for the right eye, or false if the center matrix (set by set_user_mat) will be used for the right eye. | |
setLeftEyeMat (Mat4 const user_mat) | |
Sets a custom projection matrix for the left eye. | |
setRightEyeMat (Mat4 const user_mat) | |
Sets a custom projection matrix for the right eye. | |
setUserMat (Mat4 const user_mat) | |
Explicitly specifies the projection matrix. | |
Static Public Member Functions | |
static TypeHandle | getClassType () |
A completely generic linear lens.
This is provided for the benefit of low-level code that wants to specify a perspective or orthographic frustum via an explicit projection matrix, but not mess around with fov's or focal lengths or any of that nonsense.
MatrixLens | ( | ) |
clearLeftEyeMat | ( | ) |
Removes the custom projection matrix set for the left eye, and uses the center matrix (set by set_user_mat) instead.
clearRightEyeMat | ( | ) |
Removes the custom projection matrix set for the right eye, and uses the center matrix (set by set_user_mat) instead.
static TypeHandle getClassType | ( | ) | [static] |
Reimplemented from Lens.
Mat4 const getLeftEyeMat | ( | ) |
Returns the custom projection matrix for the left eye, if any, or the center matrix if there is no custom matrix set for the left eye.
Mat4 const getRightEyeMat | ( | ) |
Returns the custom projection matrix for the right eye, if any, or the center matrix if there is no custom matrix set for the right eye.
Mat4 const getUserMat | ( | ) |
Returns the explicit projection matrix as set by the user.
This does not include transforms on the lens or film (e.g. a film offset or view hpr).
bool hasLeftEyeMat | ( | ) |
Returns true if the camera has a custom projection matrix set for the left eye, or false if the center matrix (set by set_user_mat) will be used for the left eye.
bool hasRightEyeMat | ( | ) |
Returns true if the camera has a custom projection matrix set for the right eye, or false if the center matrix (set by set_user_mat) will be used for the right eye.
setLeftEyeMat | ( | Mat4 const | user_mat | ) |
Sets a custom projection matrix for the left eye.
This is only used if the lens is attached to a stereo camera, in which case the left eye matrix will be used to draw the scene in the left eye (but the center matrix--the user_mat--will still be used to cull the scene).
This matrix should not be too different from the center matrix (set by set_user_mat()) or culling errors may become obvious.
setRightEyeMat | ( | Mat4 const | user_mat | ) |
Sets a custom projection matrix for the right eye.
This is only used if the lens is attached to a stereo camera, in which case the right eye matrix will be used to draw the scene in the right eye (but the center matrix--the user_mat--will still be used to cull the scene).
This matrix should not be too different from the center matrix (set by set_user_mat()) or culling errors may become obvious.
setUserMat | ( | Mat4 const | user_mat | ) |
Explicitly specifies the projection matrix.
This matrix should convert X and Y to the range [-film_size/2, film_size/2], where (-fs/2,-fs/2) is the lower left corner of the screen and (fs/2, fs/2) is the upper right. Z should go to the range [-1, 1], where -1 is the far plane and 1 is the near plane. Note that this is a left-handed Y-up coordinate system.
The default film_size for a MatrixLens is 2, so the default range is [-1, 1] for both X and Y. This is consistent with the GL conventions for projection matrices.