/usr/include/ClanLib-1.0/ClanLib/GL/viewpoint.h is in libclanlib-dev 1.0~svn3827-3build1.
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** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
//! clanGL="Display 3D"
//! header=gl.h
#ifndef header_viewpoint
#define header_viewpoint
#ifdef CL_API_DLL
#ifdef CL_GL_EXPORT
#define CL_API_GL __declspec(dllexport)
#else
#define CL_API_GL __declspec(dllimport)
#endif
#else
#define CL_API_GL
#endif
#include "../Core/Math/cl_vector.h"
//: CL_Viewpoint object.
//- !group=GL/Display 3D!
//- !header=gl.h!
//- <p>A viewpoint represents a position and viewing direction in 3D.</p>
class CL_API_GL CL_Viewpoint
{
//! Construction:
public:
//: Constructs a viewpoint.
//param pos: Position of viewpoint.
//param dir: Viewing direction of viewpoint.
//param up: Up direction of viewpoint.
CL_Viewpoint();
CL_Viewpoint(
const CL_Vector &pos,
const CL_Vector &dir,
const CL_Vector &up);
//! Attributes:
public:
//: Position of viewpoint.
CL_Vector pos;
//: Viewing direction of viewpoint.
CL_Vector dir;
//: Up direction of viewpoint.
CL_Vector up;
//! Operations:
public:
//: Translates viewpoint position.
void translate(float mov_x, float mov_y, float mov_z);
//: Sets the viewpoint position.
void set(float pos_x, float pos_y, float pos_z);
//: Moves the viewpoint from its local point of view.
//- <p>Moving in local coordinates means that it is moved according to its
//- current viewing direction, where the z axis is in the facing direction,
//- and the y axis is in the up direction.</p>
void translate_local(float mov_x, float mov_y, float mov_z);
//: Rotates the viewpoint from its local point view.
//- <p>Rotating in local coordinates means that it is rotated according to its
//- current viewing direction, where the z axis is in the facing direction,
//- and the y axis is in the up direction.</p>
void rotate_local(double angle, double rot_x, double rot_y, double rot_z);
//: Setup OpenGL model view matrix to use local viewpoint coordinates.
//- <p>Calling this function causes CL_Viewpoint to do the following:</p>
//- <ul>
//- <li>glMatrixMode(GL_MODELVIEW)</li>
//- <li>glPushMatrix()</li>
//- <li>glMultMatrix(world2local_transform)</li>
//- </ul>
//- <p>world2local_transform is a coordinate switch matrix, that convert local
//- coordinates for a model to be positioned in the world at the viewpoint's
//- position and viewing direction.</p>
//- <p>It is required that leave_local() is to be called, when the local
//- coordinate space model view is no longer needed.</p>
void enter_local() const;
//: Restores the OpenGL model view matrix prior to a call to enter_local().
void leave_local() const;
//: Converts a direction vector from world into local coordinates.
CL_Vector make_local_direction(const CL_Vector &v) const;
//: Sets up the model view matrix to look from this viewpoint.
//- <p>Calling this function causes CL_Viewpoint to do the following:</p>
//- <ul>
//- <li>glMatrixMode(GL_MODELVIEW)</li>
//- <li>glLoadIdentity()</li>
//- <li>gluLookAt(pos, pos+dir, up)</li>
//- </ul>
void setup_modelview() const;
};
#endif
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