Section: Visualization Toolkit Rendering Classes
To create an instance of class vtkCamera, simply invoke its constructor as follows
obj = vtkCamera
obj
is an instance of the vtkCamera class.
string = obj.GetClassName ()
int = obj.IsA (string name)
vtkCamera = obj.NewInstance ()
vtkCamera = obj.SafeDownCast (vtkObject o)
obj.SetPosition (double x, double y, double z)
- Set/Get the position of the camera in world coordinates.
The default position is (0,0,1).
obj.SetPosition (double a[3])
- Set/Get the position of the camera in world coordinates.
The default position is (0,0,1).
double = obj. GetPosition ()
- Set/Get the position of the camera in world coordinates.
The default position is (0,0,1).
obj.SetFocalPoint (double x, double y, double z)
- Set/Get the focal of the camera in world coordinates.
The default focal point is the origin.
obj.SetFocalPoint (double a[3])
- Set/Get the focal of the camera in world coordinates.
The default focal point is the origin.
double = obj. GetFocalPoint ()
- Set/Get the focal of the camera in world coordinates.
The default focal point is the origin.
obj.SetViewUp (double vx, double vy, double vz)
- Set/Get the view up direction for the camera. The default
is (0,1,0).
obj.SetViewUp (double a[3])
- Set/Get the view up direction for the camera. The default
is (0,1,0).
double = obj. GetViewUp ()
- Set/Get the view up direction for the camera. The default
is (0,1,0).
obj.OrthogonalizeViewUp ()
- Recompute the ViewUp vector to force it to be perpendicular to
camera->focalpoint vector. Unless you are going to use
Yaw or Azimuth on the camera, there is no need to do this.
obj.SetDistance (double )
- Move the focal point so that it is the specified distance from
the camera position. This distance must be positive.
double = obj.GetDistance ()
- Return the distance from the camera position to the focal point.
This distance is positive.
double = obj. GetDirectionOfProjection ()
- Get the vector in the direction from the camera position to the
focal point. This is usually the opposite of the ViewPlaneNormal,
the vector perpendicular to the screen, unless the view is oblique.
obj.Dolly (double value)
- Divide the camera's distance from the focal point by the given
dolly value. Use a value greater than one to dolly-in toward
the focal point, and use a value less than one to dolly-out away
from the focal point.
obj.SetRoll (double angle)
- Set the roll angle of the camera about the direction of projection.
double = obj.GetRoll ()
- Set the roll angle of the camera about the direction of projection.
obj.Roll (double angle)
- Rotate the camera about the direction of projection. This will
spin the camera about its axis.
obj.Azimuth (double angle)
- Rotate the camera about the view up vector centered at the focal point.
Note that the view up vector is whatever was set via SetViewUp, and is
not necessarily perpendicular to the direction of projection. The
result is a horizontal rotation of the camera.
obj.Yaw (double angle)
- Rotate the focal point about the view up vector, using the camera's
position as the center of rotation. Note that the view up vector is
whatever was set via SetViewUp, and is not necessarily perpendicular
to the direction of projection. The result is a horizontal rotation
of the scene.
obj.Elevation (double angle)
- Rotate the camera about the cross product of the negative of the
direction of projection and the view up vector, using the focal point
as the center of rotation. The result is a vertical rotation of the
scene.
obj.Pitch (double angle)
- Rotate the focal point about the cross product of the view up vector
and the direction of projection, using the camera's position as the
center of rotation. The result is a vertical rotation of the camera.
obj.SetParallelProjection (int flag)
- Set/Get the value of the ParallelProjection instance variable. This
determines if the camera should do a perspective or parallel projection.
int = obj.GetParallelProjection ()
- Set/Get the value of the ParallelProjection instance variable. This
determines if the camera should do a perspective or parallel projection.
obj.ParallelProjectionOn ()
- Set/Get the value of the ParallelProjection instance variable. This
determines if the camera should do a perspective or parallel projection.
obj.ParallelProjectionOff ()
- Set/Get the value of the ParallelProjection instance variable. This
determines if the camera should do a perspective or parallel projection.
obj.SetUseHorizontalViewAngle (int flag)
- Set/Get the value of the UseHorizontalViewAngle instance variable. If
set, the camera's view angle represents a horizontal view angle, rather
than the default vertical view angle. This is useful if the application
uses a display device which whose specs indicate a particular horizontal
view angle, or if the application varies the window height but wants to
keep the perspective transform unchanges.
int = obj.GetUseHorizontalViewAngle ()
- Set/Get the value of the UseHorizontalViewAngle instance variable. If
set, the camera's view angle represents a horizontal view angle, rather
than the default vertical view angle. This is useful if the application
uses a display device which whose specs indicate a particular horizontal
view angle, or if the application varies the window height but wants to
keep the perspective transform unchanges.
obj.UseHorizontalViewAngleOn ()
- Set/Get the value of the UseHorizontalViewAngle instance variable. If
set, the camera's view angle represents a horizontal view angle, rather
than the default vertical view angle. This is useful if the application
uses a display device which whose specs indicate a particular horizontal
view angle, or if the application varies the window height but wants to
keep the perspective transform unchanges.
obj.UseHorizontalViewAngleOff ()
- Set/Get the value of the UseHorizontalViewAngle instance variable. If
set, the camera's view angle represents a horizontal view angle, rather
than the default vertical view angle. This is useful if the application
uses a display device which whose specs indicate a particular horizontal
view angle, or if the application varies the window height but wants to
keep the perspective transform unchanges.
obj.SetViewAngle (double angle)
- Set/Get the camera view angle, which is the angular height of the
camera view measured in degrees. The default angle is 30 degrees.
This method has no effect in parallel projection mode.
The formula for setting the angle up for perfect perspective viewing
is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow
(measured by holding a ruler up to your screen) and d is the
distance from your eyes to the screen.
double = obj.GetViewAngle ()
- Set/Get the camera view angle, which is the angular height of the
camera view measured in degrees. The default angle is 30 degrees.
This method has no effect in parallel projection mode.
The formula for setting the angle up for perfect perspective viewing
is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow
(measured by holding a ruler up to your screen) and d is the
distance from your eyes to the screen.
obj.SetParallelScale (double scale)
- Set/Get the scaling used for a parallel projection, i.e. the height
of the viewport in world-coordinate distances. The default is 1.
Note that the "scale" parameter works as an "inverse scale" ---
larger numbers produce smaller images.
This method has no effect in perspective projection mode.
double = obj.GetParallelScale ()
- Set/Get the scaling used for a parallel projection, i.e. the height
of the viewport in world-coordinate distances. The default is 1.
Note that the "scale" parameter works as an "inverse scale" ---
larger numbers produce smaller images.
This method has no effect in perspective projection mode.
obj.Zoom (double factor)
- In perspective mode, decrease the view angle by the specified factor.
In parallel mode, decrease the parallel scale by the specified factor.
A value greater than 1 is a zoom-in, a value less than 1 is a zoom-out.
obj.SetClippingRange (double dNear, double dFar)
- Set/Get the location of the near and far clipping planes along the
direction of projection. Both of these values must be positive.
How the clipping planes are set can have a large impact on how
well z-buffering works. In particular the front clipping
plane can make a very big difference. Setting it to 0.01 when it
really could be 1.0 can have a big impact on your z-buffer resolution
farther away. The default clipping range is (0.1,1000).
obj.SetClippingRange (double a[2])
- Set/Get the location of the near and far clipping planes along the
direction of projection. Both of these values must be positive.
How the clipping planes are set can have a large impact on how
well z-buffering works. In particular the front clipping
plane can make a very big difference. Setting it to 0.01 when it
really could be 1.0 can have a big impact on your z-buffer resolution
farther away. The default clipping range is (0.1,1000).
double = obj. GetClippingRange ()
- Set/Get the location of the near and far clipping planes along the
direction of projection. Both of these values must be positive.
How the clipping planes are set can have a large impact on how
well z-buffering works. In particular the front clipping
plane can make a very big difference. Setting it to 0.01 when it
really could be 1.0 can have a big impact on your z-buffer resolution
farther away. The default clipping range is (0.1,1000).
obj.SetThickness (double )
- Set the distance between clipping planes. This method adjusts the
far clipping plane to be set a distance 'thickness' beyond the
near clipping plane.
double = obj.GetThickness ()
- Set the distance between clipping planes. This method adjusts the
far clipping plane to be set a distance 'thickness' beyond the
near clipping plane.
obj.SetWindowCenter (double x, double y)
- Set/Get the center of the window in viewport coordinates.
The viewport coordinate range is ([-1,+1],[-1,+1]). This method
is for if you have one window which consists of several viewports,
or if you have several screens which you want to act together as
one large screen.
double = obj. GetWindowCenter ()
- Set/Get the center of the window in viewport coordinates.
The viewport coordinate range is ([-1,+1],[-1,+1]). This method
is for if you have one window which consists of several viewports,
or if you have several screens which you want to act together as
one large screen.
obj.SetObliqueAngles (double alpha, double beta)
- Get/Set the oblique viewing angles. The first angle, alpha, is the
angle (measured from the horizontal) that rays along the direction
of projection will follow once projected onto the 2D screen.
The second angle, beta, is the angle between the view plane and
the direction of projection. This creates a shear transform
x' = x + dz*cos(alpha)/tan(beta), y' = dz*sin(alpha)/tan(beta)
where dz is the distance of the point from the focal plane.
The angles are (45,90) by default. Oblique projections
commonly use (30,63.435).
obj.ApplyTransform (vtkTransform t)
- Apply a transform to the camera. The camera position, focal-point,
and view-up are re-calculated using the transform's matrix to
multiply the old points by the new transform.
double = obj. GetViewPlaneNormal ()
- Get the ViewPlaneNormal. This vector will point opposite to
the direction of projection, unless you have created an sheared output
view using SetViewShear/SetObliqueAngles.
obj.SetViewShear (double dxdz, double dydz, double center)
- Set/get the shear transform of the viewing frustum. Parameters are
dx/dz, dy/dz, and center. center is a factor that describes where
to shear around. The distance dshear from the camera where
no shear occurs is given by (dshear = center * FocalDistance).
obj.SetViewShear (double d[3])
- Set/get the shear transform of the viewing frustum. Parameters are
dx/dz, dy/dz, and center. center is a factor that describes where
to shear around. The distance dshear from the camera where
no shear occurs is given by (dshear = center * FocalDistance).
double = obj. GetViewShear ()
- Set/get the shear transform of the viewing frustum. Parameters are
dx/dz, dy/dz, and center. center is a factor that describes where
to shear around. The distance dshear from the camera where
no shear occurs is given by (dshear = center * FocalDistance).
obj.SetEyeAngle (double )
- Set/Get the separation between eyes (in degrees). This is used
when generating stereo images.
double = obj.GetEyeAngle ()
- Set/Get the separation between eyes (in degrees). This is used
when generating stereo images.
obj.SetFocalDisk (double )
- Set the size of the cameras lens in world coordinates. This is only
used when the renderer is doing focal depth rendering. When that is
being done the size of the focal disk will effect how significant the
depth effects will be.
double = obj.GetFocalDisk ()
- Set the size of the cameras lens in world coordinates. This is only
used when the renderer is doing focal depth rendering. When that is
being done the size of the focal disk will effect how significant the
depth effects will be.
vtkMatrix4x4 = obj.GetViewTransformMatrix ()
- Return the matrix of the view transform.
The ViewTransform depends on only three ivars: the Position, the
FocalPoint, and the ViewUp vector. All the other methods are there
simply for the sake of the users' convenience.
vtkTransform = obj.GetViewTransformObject ()
- Return the projection transform matrix, which converts from camera
coordinates to viewport coordinates. The 'aspect' is the
width/height for the viewport, and the nearz and farz are the
Z-buffer values that map to the near and far clipping planes.
The viewport coordinates of a point located inside the frustum are in the
range ([-1,+1],[-1,+1],[nearz,farz]).
WARNING: the name of the method is wrong, it should be
GetProjectionTransformMatrix() (it is used also in parallel projection)
@deprecated Replaced by GetProjectionTransformMatrix() as of VTK 5.4.
vtkMatrix4x4 = obj.GetPerspectiveTransformMatrix (double aspect, double nearz, double farz)
- Return the projection transform matrix, which converts from camera
coordinates to viewport coordinates. The 'aspect' is the
width/height for the viewport, and the nearz and farz are the
Z-buffer values that map to the near and far clipping planes.
The viewport coordinates of a point located inside the frustum are in the
range ([-1,+1],[-1,+1],[nearz,farz]).
WARNING: the name of the method is wrong, it should be
GetProjectionTransformMatrix() (it is used also in parallel projection)
@deprecated Replaced by GetProjectionTransformMatrix() as of VTK 5.4.
vtkMatrix4x4 = obj.GetProjectionTransformMatrix (double aspect, double nearz, double farz)
- Return the projection transform matrix, which converts from camera
coordinates to viewport coordinates. The 'aspect' is the
width/height for the viewport, and the nearz and farz are the
Z-buffer values that map to the near and far clipping planes.
The viewport coordinates of a point located inside the frustum are in the
range ([-1,+1],[-1,+1],[nearz,farz]).
vtkPerspectiveTransform = obj.GetProjectionTransformObject (double aspect, double nearz, double farz)
- Return the projection transform matrix, which converts from camera
coordinates to viewport coordinates. The 'aspect' is the
width/height for the viewport, and the nearz and farz are the
Z-buffer values that map to the near and far clipping planes.
The viewport coordinates of a point located inside the frustum are in the
range ([-1,+1],[-1,+1],[nearz,farz]).
vtkMatrix4x4 = obj.GetCompositePerspectiveTransformMatrix (double aspect, double nearz, double farz)
- Return the concatenation of the ViewTransform and the
ProjectionTransform. This transform will convert world
coordinates to viewport coordinates. The 'aspect' is the
width/height for the viewport, and the nearz and farz are the
Z-buffer values that map to the near and far clipping planes.
The viewport coordinates of a point located inside the frustum are in the
range ([-1,+1],[-1,+1],[nearz,farz]).
WARNING: the name of the method is wrong, it should be
GetCompositeProjectionTransformMatrix() (it is used also in parallel
projection)
@deprecated Replaced by GetCompositeProjectionTransformMatrix() as of
VTK 5.4.
vtkMatrix4x4 = obj.GetCompositeProjectionTransformMatrix (double aspect, double nearz, double farz)
- Return the concatenation of the ViewTransform and the
ProjectionTransform. This transform will convert world
coordinates to viewport coordinates. The 'aspect' is the
width/height for the viewport, and the nearz and farz are the
Z-buffer values that map to the near and far clipping planes.
The viewport coordinates of a point located inside the frustum are in the
range ([-1,+1],[-1,+1],[nearz,farz]).
obj.SetUserViewTransform (vtkHomogeneousTransform transform)
- In addition to the instance variables such as position and orientation,
you can add an additional transformation for your own use. This
transformation is concatenated to the camera's ViewTransform
vtkHomogeneousTransform = obj.GetUserViewTransform ()
- In addition to the instance variables such as position and orientation,
you can add an additional transformation for your own use. This
transformation is concatenated to the camera's ViewTransform
obj.SetUserTransform (vtkHomogeneousTransform transform)
- In addition to the instance variables such as position and orientation,
you can add an additional transformation for your own use. This
transformation is concatenated to the camera's ProjectionTransform
vtkHomogeneousTransform = obj.GetUserTransform ()
- In addition to the instance variables such as position and orientation,
you can add an additional transformation for your own use. This
transformation is concatenated to the camera's ProjectionTransform
obj.Render (vtkRenderer )
- Return the MTime that concerns recomputing the view rays of the camera.
long = obj.GetViewingRaysMTime ()
- Return the MTime that concerns recomputing the view rays of the camera.
obj.ViewingRaysModified ()
- Mark that something has changed which requires the view rays
to be recomputed.
obj.GetFrustumPlanes (double aspect, double planes[24])
- Get the plane equations that bound the view frustum.
The plane normals point inward. The planes array contains six
plane equations of the form (Ax+By+Cz+D=0), the first four
values are (A,B,C,D) which repeats for each of the planes.
The planes are given in the following order: -x,+x,-y,+y,-z,+z.
Warning: it means left,right,bottom,top,far,near (NOT near,far)
The aspect of the viewport is needed to correctly compute the planes
double = obj.GetOrientation ()
- Get the orientation of the camera.
double = obj.GetOrientationWXYZ ()
- Get the orientation of the camera.
obj.SetViewPlaneNormal (double x, double y, double z)
- @deprecated The view plane normal is automatically set from the
DirectionOfProjection according to the ViewShear.
obj.SetViewPlaneNormal (double a[3])
- @deprecated The view plane normal is automatically set from the
DirectionOfProjection according to the ViewShear.
obj.ComputeViewPlaneNormal ()
- This method is called automatically whenever necessary, it
should never be used outside of vtkCamera.cxx.
vtkMatrix4x4 = obj.GetCameraLightTransformMatrix ()
- Returns a transformation matrix for a coordinate frame attached to
the camera, where the camera is located at (0, 0, 1) looking at the
focal point at (0, 0, 0), with up being (0, 1, 0).
obj.UpdateViewport (vtkRenderer )
- Set the Left Eye setting
obj.SetLeftEye (int )
- Set the Left Eye setting
int = obj.GetLeftEye ()
- Set the Left Eye setting
obj.ShallowCopy (vtkCamera source)
- Copy the properties of `source' into `this'.
Copy pointers of matrices.
\pre source_exists!=0
\pre not_this: source!=this
obj.DeepCopy (vtkCamera source)
- Copy the properties of `source' into `this'.
Copy the contents of the matrices.
\pre source_exists!=0
\pre not_this: source!=this