Package com.ardor3d.renderer

Examples of com.ardor3d.renderer.Camera


        _renderer.setBackgroundColor(ColorRGBA.BLACK);

        if (_camera == null) {
            /** Set up how our camera sees. */
            _camera = new Camera(settings.getWidth(), settings.getHeight());
            _camera.setFrustumPerspective(45.0f, (float) settings.getWidth() / (float) settings.getHeight(), 1, 1000);
            _camera.setProjectionMode(ProjectionMode.Perspective);

            final Vector3 loc = new Vector3(0.0f, 0.0f, 10.0f);
            final Vector3 left = new Vector3(-1.0f, 0.0f, 0.0f);
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        // Setup a default bg color.
        _renderer.setBackgroundColor(ColorRGBA.BLACK);

        // Setup a default camera
        _camera = new Camera(width, _settings.getHeight());
        _camera.setFrustumPerspective(45.0f, (float) width / (float) _settings.getHeight(), 1, 1000);
        _camera.setProjectionMode(ProjectionMode.Perspective);

        // setup camera orientation and position.
        final Vector3 loc = new Vector3(0.0f, 0.0f, 0.0f);
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        final RenderContext context = ContextManager.getCurrentContext();
        final RendererRecord record = context.getRendererRecord();

        if (strict) {
            // grab our camera to get width and height info.
            final Camera cam = Camera.getCurrentCamera();

            GL11.glEnable(GL11.GL_SCISSOR_TEST);
            GL11.glScissor(0, 0, cam.getWidth(), cam.getHeight());
            record.setClippingTestEnabled(true);
        }

        GL11.glClear(clear);
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        // set up ortho mode
        final RendererRecord matRecord = ContextManager.getCurrentContext().getRendererRecord();
        LwjglRendererUtil.switchMode(matRecord, GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        final Camera camera = Camera.getCurrentCamera();
        final double viewportWidth = camera.getWidth() * (camera.getViewPortRight() - camera.getViewPortLeft());
        final double viewportHeight = camera.getHeight() * (camera.getViewPortTop() - camera.getViewPortBottom());
        GL11.glOrtho(0, viewportWidth, 0, viewportHeight, -1, 1);
        LwjglRendererUtil.switchMode(matRecord, GL11.GL_MODELVIEW);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        _inOrthoMode = true;
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        boolean doChildren = true;
        if (scene instanceof SkinnedMesh) {
            final SkeletonPose pose = ((SkinnedMesh) scene).getCurrentPose();
            if (pose != null && (allowSkeletonRedraw || !alreadyDrawn.contains(pose.getSkeleton()))) {
                // If we're in view, go ahead and draw our associated skeleton pose
                final Camera cam = Camera.getCurrentCamera();
                final int state = cam.getPlaneState();
                if (cam.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) {
                    SkeletalDebugger.drawSkeleton(pose, scene, renderer, showLabels);
                    alreadyDrawn.add(pose.getSkeleton());
                } else {
                    doChildren = false;
                }
                cam.setPlaneState(state);
            }
        }

        // Recurse down the scene if we're a Node and we were not flagged to ignore children.
        if (doChildren && scene instanceof Node) {
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    static ByteBuffer _scratch = BufferUtils.createByteBuffer(1);

    public synchronized static void exportCurrentScreen(final Renderer renderer, final ScreenExportable exportable) {
        final ImageDataFormat format = exportable.getFormat();
        final Camera camera = Camera.getCurrentCamera();
        final int width = camera.getWidth(), height = camera.getHeight();

        // prepare our data buffer
        final int size = renderer.getExpectedBufferSizeToGrabScreenContents(format, PixelDataType.UnsignedByte, width,
                height);
        if (_scratch.capacity() < size) {
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            // grab our current context
            final RenderContext context = ContextManager.getCurrentContext();

            // handle camera...
            // save the current camera...
            final Camera originalCam = context.getCurrentCamera();
            // replace with a camera that will always pass frustum checks
            final Camera yesCam = new Camera(originalCam) {
                @Override
                public FrustumIntersect contains(final BoundingVolume bound) {
                    return FrustumIntersect.Inside;
                }
            };
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        if (se == null) {
            return;
        }

        if (se.getWorldBound() != null && se.getSceneHints().getCullHint() != CullHint.Always) {
            final Camera cam = Camera.getCurrentCamera();
            final int state = cam.getPlaneState();
            if (cam.contains(se.getWorldBound()) != Camera.FrustumIntersect.Outside) {
                drawBounds(se.getWorldBound(), r);
            } else {
                doChildren = false;
            }
            cam.setPlaneState(state);
        }
        if (doChildren && se instanceof Node) {
            final Node n = (Node) se;
            if (n.getNumberOfChildren() != 0) {
                for (int i = n.getNumberOfChildren(); --i >= 0;) {
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    public static void drawNormals(final Spatial element, final Renderer r, final double size, final boolean doChildren) {
        if (element == null) {
            return;
        }

        final Camera cam = Camera.getCurrentCamera();
        final int state = cam.getPlaneState();
        if (element.getWorldBound() != null && cam.contains(element.getWorldBound()) == Camera.FrustumIntersect.Outside) {
            cam.setPlaneState(state);
            return;
        }
        cam.setPlaneState(state);
        if (element instanceof Mesh && element.getSceneHints().getCullHint() != CullHint.Always) {
            final Mesh mesh = (Mesh) element;

            double rSize = size;
            if (rSize == -1) {
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    public static void drawTangents(final Spatial element, final Renderer r, final double size, final boolean doChildren) {
        if (element == null) {
            return;
        }

        final Camera cam = Camera.getCurrentCamera();
        final int state = cam.getPlaneState();
        if (element.getWorldBound() != null && cam.contains(element.getWorldBound()) == Camera.FrustumIntersect.Outside) {
            cam.setPlaneState(state);
            return;
        }
        cam.setPlaneState(state);
        if (element instanceof Mesh && element.getSceneHints().getCullHint() != CullHint.Always) {
            final Mesh mesh = (Mesh) element;

            double rSize = size;
            if (rSize == -1) {
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