Inviwo
0.9.10.1
Inviwo documentation
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Public Member Functions | |
PointLightInteractionHandler (PositionProperty *, CameraProperty *, BoolProperty *, FloatVec2Property *) | |
virtual std::string | getClassIdentifier () const override |
const Camera & | getCamera () |
virtual void | invokeEvent (Event *event) override |
void | setHandleEventsOptions (int) |
void | setLightPosFromScreenCoords (const vec2 &normalizedScreenCoord) |
Changes the direction of the light source, relative to the camera, such that it acts as if it comes from the direction where the user clicked on the screen. More... | |
void | onCameraChanged () |
virtual const vec3 & | getLookTo () const override |
virtual const vec3 & | getLookFrom () const override |
virtual const vec3 & | getLookUp () const override |
virtual void | setLookTo (vec3 lookTo) override |
virtual void | setLookFrom (vec3 lookFrom) override |
virtual void | setLookUp (vec3 lookUp) override |
virtual vec3 | getLookFromMinValue () const override |
virtual vec3 | getLookFromMaxValue () const override |
virtual vec3 | getLookToMinValue () const override |
virtual vec3 | getLookToMaxValue () const override |
virtual void | setLook (vec3 lookFrom, vec3 lookTo, vec3 lookUp) override |
virtual float | getNearPlaneDist () const override |
virtual float | getFarPlaneDist () const override |
virtual vec3 | getWorldPosFromNormalizedDeviceCoords (const vec3 &ndcCoords) const override |
virtual vec3 | getNormalizedDeviceFromNormalizedScreenAtFocusPointDepth (const vec2 &normalizedScreenCoord) const override |
virtual void | serialize (Serializer &s) const override |
virtual void | deserialize (Deserializer &d) override |
void inviwo::PointLightInteractionHandler::setLightPosFromScreenCoords | ( | const vec2 & | normalizedScreenCoord | ) |
Changes the direction of the light source, relative to the camera, such that it acts as if it comes from the direction where the user clicked on the screen.
Intersects a sphere covering the scene and places the light source in the direction of the intersection point but at the same distance from the origin as before. If the intersection is outside the sphere the light source will be placed perpendicular to the camera at the same distance as before.
normalizedScreenCoord | Coordinates in [0 1], where y coordinate is 0 at top of screen. |