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16 using namespace Eigen;
19 : mViewIsUptodate(false), mProjIsUptodate(false)
105 Vector3f
up = this->
up();
109 camAxes.col(2) = (-newDirection).normalized();
110 camAxes.col(0) =
up.cross( camAxes.col(2) ).normalized();
111 camAxes.col(1) = camAxes.col(2).cross( camAxes.col(0) ).normalized();
147 Matrix4f mrot, mt, mtm;
217 float theta =
mFovY*0.5;
219 float invtan = 1./
tan(theta);
262 Vector4f
b = invModelview * Vector4f(
a.x(),
a.y(),
a.z(), 1.);
263 return Vector3f(
b.x(),
b.y(),
b.z());
Translation< float, 3 > Translation3f
Namespace containing all symbols from the Eigen library.
const Eigen::Vector3f & target(void)
Eigen::Vector3f right(void) const
const Eigen::Matrix4f & projectionMatrix(void) const
void updateViewMatrix(void) const
static const double d[K][N]
Eigen::Affine3f mViewMatrix
void setViewport(uint offsetx, uint offsety, uint width, uint height)
Double_ range(const Point2_ &p, const Point2_ &q)
void setFrame(const Frame &f)
Eigen::Quaternionf orientation
EIGEN_DEVICE_FUNC const Scalar & q
Eigen::Vector3f unProject(const Eigen::Vector2f &uv, float depth, const Eigen::Matrix4f &invModelview) const
void setPosition(const Eigen::Vector3f &pos)
void setTarget(const Eigen::Vector3f &target)
Quaternion< float > Quaternionf
Camera & operator=(const Camera &other)
void rotateAroundTarget(const Eigen::Quaternionf &q)
void setFovY(float value)
const EIGEN_DEVICE_FUNC TanReturnType tan() const
const Eigen::Vector3f & position(void) const
Map< Matrix< T, Dynamic, Dynamic, ColMajor >, 0, OuterStride<> > matrix(T *data, int rows, int cols, int stride)
Point2(* f)(const Point3 &, OptionalJacobian< 2, 3 >)
uint vpHeight(void) const
The quaternion class used to represent 3D orientations and rotations.
Eigen::Vector3f direction(void) const
EIGEN_MAKE_ALIGNED_OPERATOR_NEW Camera(void)
void localTranslate(const Eigen::Vector3f &t)
const Eigen::Affine3f & viewMatrix(void) const
Eigen::Vector3f up(void) const
void localRotate(const Eigen::Quaternionf &q)
void setOrientation(const Eigen::Quaternionf &q)
void setDirection(const Eigen::Vector3f &newDirection)
Eigen::Matrix4f mProjectionMatrix
void updateProjectionMatrix(void) const
const Eigen::Quaternionf & orientation(void) const
void loadMatrix(const Eigen::Matrix< Scalar, 4, 4, _Flags, 4, 4 > &mat, GLenum matrixTarget)
gtsam
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autogenerated on Fri Nov 1 2024 03:32:04