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| Camera (void) |
| ctor () |
| Camera () |
| ~Camera (void) |
void | init (void) |
var | init () |
local | init () |
const char * | description (void) const |
void | setDirty (bool bValue) |
| sets the dirty value More...
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var | setDirty ( var bValue) |
| sets the dirty value More...
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local | setDirty ( local bValue) |
| sets the dirty value More...
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bool | isDirty (void) const |
| get the dirty value More...
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var | isDirty () |
| get the dirty value More...
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local | isDirty () |
| get the dirty value More...
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void | restore (void) |
| sets the camera in the default position More...
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var | restore () |
| sets the camera in the default position More...
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local | restore () |
| sets the camera in the default position More...
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void | locate (void) |
| Sets the camera using gluLookAt using its eye, center and up_vector. More...
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var | locate () |
| Sets the camera using gluLookAt using its eye, center and up_vector. More...
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local | locate () |
| Sets the camera using gluLookAt using its eye, center and up_vector. More...
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void | setEye (float fEyeX, float fEyeY, float fEyeZ) |
| sets the eye values in points More...
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var | setEye ( var fEyeX, var fEyeY, var fEyeZ) |
| sets the eye values in points More...
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local | setEye ( local fEyeX, local fEyeY, local fEyeZ) |
| sets the eye values in points More...
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CC_DEPRECATED_ATTRIBUTE void | setEyeXYZ (float fEyeX, float fEyeY, float fEyeZ) |
void | setCenter (float fCenterX, float fCenterY, float fCenterZ) |
| sets the center values in points More...
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CC_DEPRECATED_ATTRIBUTE void | setCenterXYZ (float fCenterX, float fCenterY, float fCenterZ) |
void | setUp (float fUpX, float fUpY, float fUpZ) |
| sets the up values More...
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var | setUp ( var fUpX, var fUpY, var fUpZ) |
| sets the up values More...
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CC_DEPRECATED_ATTRIBUTE void | setUpXYZ (float fUpX, float fUpY, float fUpZ) |
void | getEye (float *pEyeX, float *pEyeY, float *pEyeZ) const |
| get the eye vector values in points More...
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var | getEye ( var pEyeX, var pEyeY, var pEyeZ) |
| get the eye vector values in points More...
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local | getEye ( local pEyeX, local pEyeY, local pEyeZ) |
| get the eye vector values in points More...
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CC_DEPRECATED_ATTRIBUTE void | getEyeXYZ (float *pEyeX, float *pEyeY, float *pEyeZ) const |
void | getCenter (float *pCenterX, float *pCenterY, float *pCenterZ) const |
| get the center vector values int points when this function bound to js or lua,the input params are changed in js: var getCenter() in lua:local getCenter() More...
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var | getCenter ( var pCenterX, var pCenterY, var pCenterZ) |
| get the center vector values int points when this function bound to js or lua,the input params are changed in js: var getCenter() in lua:local getCenter() More...
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local | getCenter ( local pCenterX, local pCenterY, local pCenterZ) |
| get the center vector values int points when this function bound to js or lua,the input params are changed in js: var getCenter() in lua:local getCenter() More...
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CC_DEPRECATED_ATTRIBUTE void | getCenterXYZ (float *pCenterX, float *pCenterY, float *pCenterZ) const |
void | getUp (float *pUpX, float *pUpY, float *pUpZ) const |
| get the up vector values when this function bound to js or lua,the input params are changed in js: var getUp() in lua:local getUp() More...
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var | getUp ( var pUpX, var pUpY, var pUpZ) |
| get the up vector values when this function bound to js or lua,the input params are changed in js: var getUp() in lua:local getUp() More...
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local | getUp ( local pUpX, local pUpY, local pUpZ) |
| get the up vector values when this function bound to js or lua,the input params are changed in js: var getUp() in lua:local getUp() More...
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CC_DEPRECATED_ATTRIBUTE void | getUpXYZ (float *pUpX, float *pUpY, float *pUpZ) const |
| Object () |
| Constructor. More...
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virtual | ~Object () |
void | release () |
| Release the ownership immediately. More...
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void | retain () |
| Retains the ownership. More...
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Object * | autorelease () |
| Release the ownership sometime soon automatically. More...
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bool | isSingleReference () const |
| Returns a boolean value that indicates whether there is only one reference to the object. More...
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unsigned int | retainCount () const |
| Returns the object's current reference count. More...
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virtual bool | isEqual (const Object *object) |
| Returns a boolean value that indicates whether this object and a given object are equal. More...
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virtual void | acceptVisitor (DataVisitor &visitor) |
virtual void | update (float dt) |
A Camera is used in every Node.
Useful to look at the object from different views. The OpenGL gluLookAt() function is used to locate the camera.
If the object is transformed by any of the scale, rotation or position attributes, then they will override the camera.
IMPORTANT: Either your use the camera or the rotation/scale/position properties. You can't use both. World coordinates won't work if you use the camera.
Limitations:
- Some nodes, like ParallaxNode, Particle uses world node coordinates, and they won't work properly if you move them (or any of their ancestors) using the camera.
- It doesn't work on batched nodes like Sprite objects when they are parented to a SpriteBatchNode object.
- It is recommended to use it ONLY if you are going to create 3D effects. For 2D effects, use the action Follow or position/scale/rotate.