23 _display_region = NULL;
27 _initial_state = RenderState::make_empty();
28 _camera_transform = TransformState::make_identity();
29 _world_transform = TransformState::make_identity();
30 _cs_transform = TransformState::make_identity();
31 _cs_world_transform = TransformState::make_identity();
41 _display_region = display_region;
51 return _display_region;
62 _viewport_width = width;
63 _viewport_height = height;
74 return _viewport_width;
85 return _viewport_height;
95 _scene_root = scene_root;
115 _camera_path = camera_path;
135 _camera_node = camera_node;
178 _inverted = inverted;
204 if (_camera_node->get_cull_center().is_empty()) {
207 return _camera_node->get_cull_center();
221 get_cull_bounds()
const {
227 return _lens->make_bounds();
239 _initial_state = state;
250 return _initial_state;
261 _camera_transform = camera_transform;
272 return _camera_transform;
284 _world_transform = world_transform;
296 return _world_transform;
307 _cs_transform = cs_transform;
318 return _cs_transform;
330 _cs_world_transform = cs_world_transform;
342 return _cs_world_transform;
const TransformState * get_cs_world_transform() const
Returns the position from the starting node relative to the camera, in the GSG's internal coordinate ...
void set_camera_node(Camera *camera_node)
Specifies the camera used to render the scene.
void set_display_region(DisplayRegion *display_region)
Specifies the display region for the scene.
bool get_inverted() const
Returns the current setting of the inverted flag.
int get_viewport_height() const
Returns the height of the viewport (display region) in pixels.
int get_viewport_width() const
Returns the width of the viewport (display region) in pixels.
A base class for any number of different kinds of lenses, linear and otherwise.
void set_cs_world_transform(const TransformState *cs_world_transform)
Specifies the position from the starting node relative to the camera, in the GSG's internal coordinat...
void set_world_transform(const TransformState *world_transform)
Specifies the position of the starting node relative to the camera.
const RenderState * get_initial_state() const
Returns the initial state as set by a previous call to set_initial_state().
void set_cs_transform(const TransformState *cs_transform)
Specifies the transform from the camera's coordinate system to the GSG's internal coordinate system...
const NodePath & get_camera_path() const
Returns the NodePath to the camera.
void set_lens(const Lens *lens)
Indicates the particular Lens used for rendering.
DisplayRegion * get_display_region() const
Returns the display region for the scene.
Camera * get_camera_node() const
Returns the camera used to render the scene.
const NodePath & get_scene_root() const
Returns the root node of the scene.
This is an abstract class for any volume in any sense which can be said to define the locality of ref...
void set_camera_path(const NodePath &camera_path)
Specifies the NodePath to the camera.
void set_camera_transform(const TransformState *camera_transform)
Specifies the position of the camera relative to the starting node.
const TransformState * get_world_transform() const
Returns the position of the starting node relative to the camera.
const NodePath & get_cull_center() const
Returns the point from which the culling operations will be performed.
void set_scene_root(const NodePath &scene_root)
Specifies the root node of the scene.
This represents a unique collection of RenderAttrib objects that correspond to a particular renderabl...
void set_inverted(bool inverted)
Changes the current setting of the inverted flag.
void set_viewport_size(int width, int height)
Specifies the size of the viewport (display region), in pixels.
void set_initial_state(const RenderState *initial_state)
Sets the initial state which is applied to all nodes in the scene, as if it were set at the top of th...
const TransformState * get_camera_transform() const
Returns the position of the camera relative to the starting node.
const TransformState * get_cs_transform() const
Returns the transform from the camera's coordinate system to the GSG's internal coordinate system...
A rectangular subregion within a window for rendering into.
This object holds the camera position, etc., and other general setup information for rendering a part...
A node that can be positioned around in the scene graph to represent a point of view for rendering a ...
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...
const Lens * get_lens() const
Returns the particular Lens used for rendering.