Vp::SceneCamera
Viewport entity representing a Camera node in Core/GUI.
#include "Viewport/entity/nodes/SceneCamera.h"
Inherits from Vp::SceneModel, Vp::TexturedObject, Vp::GameObject, Vp::Entity
Public Functions
| Name | |
|---|---|
| SceneCamera(Core::Mesh * mesh, PhongShader * shader) | |
| virtual void | onSceneAdd(Scene & scene) override<br>Called when the entity is added to a scene. |
| virtual void | onSceneRemove(Scene & scene) override<br>Called when the entity is removed from a scene. |
| virtual void | update(Scene & scene) override |
Public Attributes
| Name | |
|---|---|
| bool | m_fillFrustum |
| glm::vec3 | m_frustumColor |
| glm::vec3 | m_frustumOutlineColor |
| glm::mat4 | m_projectionMatrix |
| bool | m_showFrustum |
| glm::mat4 | m_viewMatrix |
Protected Attributes
| Name | |
|---|---|
| std::weak_ptr< FrustumObject > | m_frustum |
| std::weak_ptr< FrustumObject > | m_frustumOutline |
Additional inherited members
Public Functions inherited from Vp::SceneModel
| Name | |
|---|---|
| SceneModel(Core::Mesh * mesh, PhongShader * shader) | |
| SceneModel(std::string modelAlias, PhongShader * shader)<br>Load mesh using an alias. | |
| std::string | getModel() |
| virtual void | render(Shader * shader, glm::mat4 view, glm::mat4 projection, bool silhouette) override<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it. |
| void | setModel(std::string modelAlias) |
Public Attributes inherited from Vp::SceneModel
| Name | |
|---|---|
| std::weak_ptr< ColoredObject > | m_axes <br>Visualisation of the basis vectors. |
| Core::ID | m_guiNodeId <br>ID of the gui node object is representing. |
| std::string | m_modelAlias |
| bool | m_showAxes |
Public Functions inherited from Vp::TexturedObject
| Name | |
|---|---|
| TexturedObject(Core::Mesh * mesh, PhongShader * shader) | |
| virtual void | render(Shader * shader, glm::mat4 view, glm::mat4 projection, bool silhouette) override<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it. |
Public Attributes inherited from Vp::TexturedObject
| Name | |
|---|---|
| glm::vec3 | m_tint |
| float | m_tintStrength |
Public Functions inherited from Vp::GameObject
| Name | |
|---|---|
| GameObject() =default<br>Creates an empty GameObject. | |
| GameObject(Core::Mesh * mesh, ObjectShader * shader) | |
| virtual void | dispose() override |
| virtual void | render(Shader * shader, glm::mat4 view, glm::mat4 projection, bool silhouette) override<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it. |
Public Attributes inherited from Vp::GameObject
| Name | |
|---|---|
| Core::Mesh * | m_mesh |
| float | m_opacity |
Public Functions inherited from Vp::Entity
| Name | |
|---|---|
| Entity() | |
| virtual | ~Entity() =default |
| virtual void | dispose() =0 |
| virtual DisplayType | getDisplayType() const |
| virtual glm::vec3 | getHighlightColor() const |
| virtual bool | isHighlighted() const |
| void | render(glm::mat4 view, glm::mat4 projection) |
| void | render(glm::mat4 view, glm::mat4 projection, bool silhouette) |
| virtual void | setDisplayType(DisplayType type) |
| virtual void | setHighlightColor(glm::vec3 highlightColor) |
| virtual void | setHighlighted(bool highlight) |
Protected Functions inherited from Vp::Entity
| Name | |
|---|---|
| void | render(Shader * shader, glm::mat4 view, glm::mat4 projection) |
| virtual void | render(Shader * shader, glm::mat4 view, glm::mat4 projection, bool silhouette) =0<br>IMPLEMENTATION NOTE: Derived entity classes should expect a certain kind of shader and be able to directly static cast to it. |
Public Attributes inherited from Vp::Entity
| Name | |
|---|---|
| bool | m_backFaceCull |
| unsigned int | m_explicitTransparencyOrder <br>Explicit order for ordered transparency. |
| bool | m_highlight <br>Whether to paint this entity with an outline, can be used for selection or just highlighting. |
| glm::vec3 | m_highlightColor |
| bool | m_highlightUseDepth <br>Whether the highlight outline should respect the scene's depth buffer. |
| glm::mat4 | m_modelMatrix <br>Model transformation of the entity. |
| bool | m_opaque |
| bool | m_selectable <br>Whether this entity should be written into the selection stencil buffer. |
| int | m_selectionId <br>Id of the object, -1 if not assigned, for selection purposes. |
| Shader * | m_shader |
| bool | m_visible |
| bool | m_wboit <br>Whether this entity should be rendered using order independent transparency, relevant if using a shader that supports wboit. |
| int | m_wboitFunc <br>Index of the weight function to be used in wboit. |
Protected Attributes inherited from Vp::Entity
| Name | |
|---|---|
| DisplayType | m_displayType |
Public Functions Documentation
function SceneCamera
SceneCamera(
Core::Mesh * mesh,
PhongShader * shader
)SceneCamera(
Core::Mesh * mesh,
PhongShader * shader
)function onSceneAdd
virtual void onSceneAdd(
Scene & scene
) overridevirtual void onSceneAdd(
Scene & scene
) overrideCalled when the entity is added to a scene.
Parameters:
- scene Scene to which it has been added
Reimplements: Vp::Entity::onSceneAdd
function onSceneRemove
virtual void onSceneRemove(
Scene & scene
) overridevirtual void onSceneRemove(
Scene & scene
) overrideCalled when the entity is removed from a scene.
Parameters:
- scene Scene from which it has been removed
Reimplements: Vp::Entity::onSceneRemove
function update
virtual void update(
Scene & scene
) overridevirtual void update(
Scene & scene
) overrideReimplements: Vp::GameObject::update
Public Attributes Documentation
variable m_fillFrustum
bool m_fillFrustum {true};bool m_fillFrustum {true};variable m_frustumColor
glm::vec3 m_frustumColor {0.35f, 0.27f, 0.06f};glm::vec3 m_frustumColor {0.35f, 0.27f, 0.06f};variable m_frustumOutlineColor
glm::vec3 m_frustumOutlineColor {1.0f, 0.0f, 0.0f};glm::vec3 m_frustumOutlineColor {1.0f, 0.0f, 0.0f};variable m_projectionMatrix
glm::mat4 m_projectionMatrix {1};glm::mat4 m_projectionMatrix {1};variable m_showFrustum
bool m_showFrustum {true};bool m_showFrustum {true};variable m_viewMatrix
glm::mat4 m_viewMatrix {1};glm::mat4 m_viewMatrix {1};Protected Attributes Documentation
variable m_frustum
std::weak_ptr< FrustumObject > m_frustum;std::weak_ptr< FrustumObject > m_frustum;variable m_frustumOutline
std::weak_ptr< FrustumObject > m_frustumOutline;std::weak_ptr< FrustumObject > m_frustumOutline;Updated on 2025-09-07 at 16:13:51 +0000