SoCamera(3)

πŸ“¦
version 4.0.10 Β· 4 versions
, in fedora 43, fedora 44

πŸŽ€ SoCamera(3) β€” Coin πŸŽ€

okay so bestie, welcome to SoCamera(3) from the Coin manual. This page is long β€” like, three-parts long β€” and you're reading part one, so we are absolutely not done here. πŸ’– Part one is the header-and-declarations era: the name, the synopsis, and every single member she and her ancestors have. Yes, all of them. Grab a snack. πŸ“


πŸ’– NAME πŸ’–

SoCamera β€” the abstract base class for camera definition nodes. That's the whole vibe. She's abstract, so she's the blueprint of a camera, not a camera you can actually aim at stuff β€” her subclasses handle the real work. πŸ‘‘


✨ SYNOPSIS ✨

#include <Inventor/nodes/SoCamera.h>

Inherits SoNode. πŸ’«

Inherited by SoFrustumCamera, SoOrthographicCamera, and SoPerspectiveCamera. Three very iconic daughters, no notes.


🌸 Public Types 🌸

She's got two enums of her very own:

enum ViewportMapping { CROP_VIEWPORT_FILL_FRAME,
    CROP_VIEWPORT_LINE_FRAME, CROP_VIEWPORT_NO_FRAME, ADJUST_CAMERA,
    LEAVE_ALONE }
enum StereoMode { MONOSCOPIC, LEFT_VIEW, RIGHT_VIEW }

...and then the whole family's type enum, handed down from SoNode:

🧬 Public Types inherited from SoNode 🧬

enum NodeType { INVENTOR = 0x0000, VRML1 = 0x0001, VRML2 = 0x0002,
    INVENTOR_1 = 0x0004, INVENTOR_2_0 = 0x0008, INVENTOR_2_1 = 0x0010,
    INVENTOR_2_5 = 0x0020, INVENTOR_2_6 = 0x0040, COIN_1_0 = 0x0080,
    COIN_2_0 = 0x0100, EXTENSION = 0x0200, COIN_2_2 = 0x0400, COIN_2_3 =
    0x0800, COIN_2_4 = 0x1000, INVENTOR_5_0 = 0x2000, COIN_2_5 = 0x4000,
    COIN_3_0 = 0x8000, INVENTOR_6_0 = 0x10000, COIN_4_0 = 0x20000 }

hex codes, we love a bitmask moment. 🌈


πŸ’… Public Member Functions πŸ’…

Her own methods β€” the stuff she's actually on the hook for. Spot the =0 on three of them: that's the abstract-base-class flex, right there. πŸ”₯

virtual SoType getTypeId (void) const
SbViewVolume getViewVolume (const SbViewportRegion &vp, SbViewportRegion
    &resultvp, const SbMatrix &mm=SbMatrix::identity()) const
void pointAt (const SbVec3f &targetpoint)
void pointAt (const SbVec3f &targetpoint, const SbVec3f &upvector)
virtual void scaleHeight (float scalefactor)=0
virtual SbViewVolume getViewVolume (float useaspectratio=0.0f) const =0
void viewAll (SoNode *const sceneroot, const SbViewportRegion &vpregion,
    const float slack=1.0f)
void viewAll (SoPath *const path, const SbViewportRegion &vpregion,
    const float slack=1.0f)
SbViewportRegion getViewportBounds (const SbViewportRegion &region)
    const
void setStereoMode (StereoMode mode)
StereoMode getStereoMode (void) const
void setStereoAdjustment (float adjustment)
float getStereoAdjustment (void) const
void setBalanceAdjustment (float adjustment)
float getBalanceAdjustment (void) const
virtual void doAction (SoAction *action)
virtual void callback (SoCallbackAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void audioRender (SoAudioRenderAction *action)
virtual void getBoundingBox (SoGetBoundingBoxAction *action)
virtual void getMatrix (SoGetMatrixAction *action)
virtual void handleEvent (SoHandleEventAction *action)
virtual void rayPick (SoRayPickAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
virtual void viewBoundingBox (const SbBox3f &box, float aspect, float
    slack)=0

Note the double getViewVolume, the double pointAt, and the double viewAll β€” overloaded besties, they're not typos, I promise. πŸ™ˆ


🌈 Public Member Functions inherited from SoNode 🌈

The whole SoNode starter pack she got for free:

void setOverride (const SbBool state)
SbBool isOverride (void) const
void setNodeType (const NodeType type)
NodeType getNodeType (void) const
virtual SoNode * copy (SbBool copyconnections=FALSE) const
virtual SbBool affectsState (void) const
virtual void GLRenderBelowPath (SoGLRenderAction *action)
virtual void GLRenderInPath (SoGLRenderAction *action)
virtual void GLRenderOffPath (SoGLRenderAction *action)
virtual void pick (SoPickAction *action)
virtual void search (SoSearchAction *action)
virtual void write (SoWriteAction *action)
virtual void grabEventsSetup (void)
virtual void grabEventsCleanup (void)
virtual void startNotify (void)
virtual void notify (SoNotList *l)
SbUniqueId getNodeId (void) const
virtual SoChildList * getChildren (void) const
virtual void writeInstance (SoOutput *out)
virtual SoNode * addToCopyDict (void) const
virtual void copyContents (const SoFieldContainer *from, SbBool
    copyconnections)
virtual SoFieldContainer * copyThroughConnection (void) const

πŸ’œ Public Member Functions inherited from SoFieldContainer πŸ’œ

All the field-herding machinery, courtesy of SoFieldContainer:

void setToDefaults (void)
SbBool hasDefaultValues (void) const
SbBool fieldsAreEqual (const SoFieldContainer *container) const
void copyFieldValues (const SoFieldContainer *container, SbBool
    copyconnections=FALSE)
SbBool set (const char *const fielddata)
void get (SbString &fielddata)
virtual int getFields (SoFieldList &l) const
virtual int getAllFields (SoFieldList &l) const
virtual SoField * getField (const SbName &name) const
virtual SoField * getEventIn (const SbName &name) const
virtual SoField * getEventOut (const SbName &name) const
SbBool getFieldName (const SoField *const field, SbName &name) const
SbBool enableNotify (const SbBool flag)
SbBool isNotifyEnabled (void) const
SbBool set (const char *fielddata, SoInput *input)
void get (SbString &fielddata, SoOutput *out)
virtual SbBool validateNewFieldValue (SoField *field, void *newval)
virtual void addWriteReference (SoOutput *out, SbBool isfromfield=FALSE)
SbBool getIsBuiltIn (void) const
virtual void getFieldsMemorySize (size_t &managed, size_t &unmanaged)
    const
void setUserData (void *userdata) const
void * getUserData (void) const

πŸ¦‹ Public Member Functions inherited from SoBase πŸ¦‹

And the ancient ancestor at the bottom of the tree, SoBase:

void ref (void) const
void unref (void) const
void unrefNoDelete (void) const
int32_t getRefCount (void) const
void touch (void)
SbBool isOfType (SoType type) const
virtual SbName getName (void) const
virtual void setName (const SbName &newname)
void addAuditor (void *const auditor, const SoNotRec::Type type)
void removeAuditor (void *const auditor, const SoNotRec::Type type)
const SoAuditorList & getAuditors (void) const
SbBool shouldWrite (void)
void assertAlive (void) const

One tiny description came attached to this bunch: isOfType(SoType type) β€” it says TRUE when this object's type is either the exact same type, or something that inherits from type. So basically a "do I know her / am I related to her" check. ✨


⭐ Static Public Member Functions ⭐

Hers, the static ones:

static SoType getClassTypeId (void)
static void initClass (void)
initClass() β€” sets up the initialization for all the data that every instance of this class shares, like handing the Coin type system all the info it needs. 🫢

πŸ’« Static Public Member Functions inherited from SoNode πŸ’«

static uint32_t getCompatibilityTypes (const SoType &nodetype)
static SoType getClassTypeId (void)
static SoNode * getByName (const SbName &name)
static int getByName (const SbName &name, SoNodeList &l)
static void initClass (void)
static void initClasses (void)
static SbUniqueId getNextNodeId (void)
static int getActionMethodIndex (const SoType type)
static void getBoundingBoxS (SoAction *action, SoNode *node)
static void GLRenderS (SoAction *action, SoNode *node)
static void callbackS (SoAction *action, SoNode *node)
static void getMatrixS (SoAction *action, SoNode *node)
static void handleEventS (SoAction *action, SoNode *node)
static void pickS (SoAction *action, SoNode *node)
static void rayPickS (SoAction *action, SoNode *node)
static void searchS (SoAction *action, SoNode *node)
static void writeS (SoAction *action, SoNode *node)
static void audioRenderS (SoAction *action, SoNode *node)
static void getPrimitiveCountS (SoAction *action, SoNode *node)
initClass() here does the same thing as hers β€” sets up the initialization for data shared by every instance of the class, like submitting the necessary info to the Coin type system. πŸ’–

πŸ’« Static Public Member Functions inherited from SoFieldContainer πŸ’«

static void initClass (void)
static SoType getClassTypeId (void)
static void cleanupClass (void)
static void initCopyDict (void)
static void addCopy (const SoFieldContainer *orig, const
    SoFieldContainer *copy)
static SoFieldContainer * checkCopy (const SoFieldContainer *orig)
static SoFieldContainer * findCopy (const SoFieldContainer *orig, const
    SbBool copyconnections)
static void copyDone (void)
initClass() β€” same deal, sets up initialization for the data common to every instance of the class, like giving the Coin type system what it needs. getClassTypeId() β€” this static method hands you back the SoType object that's associated with objects of this class. πŸŽ€

πŸ’« Static Public Member Functions inherited from SoBase πŸ’«

static void initClass (void)
static SoType getClassTypeId (void)
static void addName (SoBase *const base, const char *const name)
static void removeName (SoBase *const base, const char *const name)
static void incrementCurrentWriteCounter (void)
static void decrementCurrentWriteCounter (void)
static SoBase * getNamedBase (const SbName &name, SoType type)
static int getNamedBases (const SbName &name, SoBaseList &baselist,
    SoType type)
static SbBool read (SoInput *input, SoBase *&base, SoType expectedtype)
static void setInstancePrefix (const SbString &c)
static void setTraceRefs (SbBool trace)
static SbBool getTraceRefs (void)
static SbBool connectRoute (SoInput *input, const SbName &fromnodename,
    const SbName &fromfieldname, const SbName &tonodename, const SbName
    &tofieldname)
static SbBool readRoute (SoInput *input)
initClass() β€” yep, sets up initialization for the data common to all instances of the class, like submitting the necessary information to the Coin type system. getClassTypeId() β€” returns the SoType object associated with objects of this class. Same energy, different ancestor. πŸ‘‘

πŸ‘‘ Public Attributes πŸ‘‘

The fields you'll actually be poking at:

SoSFEnum viewportMapping
SoSFVec3f position
SoSFRotation orientation
SoSFFloat aspectRatio
SoSFFloat nearDistance
SoSFFloat farDistance
SoSFFloat focalDistance

🧚 Protected Member Functions 🧚

For her and her subclasses only, no outsiders:

virtual const SoFieldData * getFieldData (void) const
SoCamera (void)
virtual ~SoCamera ()
virtual void jitter (int numpasses, int curpass, const SbViewportRegion
    &vpreg, SbVec3f &jitteramount) const

🧚 Protected Member Functions inherited from SoNode 🧚

SoNode (void)
virtual ~SoNode ()
virtual SbBool readInstance (SoInput *in, unsigned short flags)

🧚 Protected Member Functions inherited from SoFieldContainer 🧚

SoFieldContainer (void)
virtual ~SoFieldContainer ()

🧚 Protected Member Functions inherited from SoBase 🧚

SoBase (void)
virtual ~SoBase ()
virtual void destroy (void)
SbBool hasMultipleWriteRefs (void) const
SbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine)
    const
void writeFooter (SoOutput *out) const
virtual const char * getFileFormatName (void) const
virtual SoNotRec createNotRec (void)

🌟 Static Protected Member Functions 🌟

static const SoFieldData ** getFieldDataPtr (void)

🌟 Static Protected Member Functions inherited from SoNode 🌟

static const SoFieldData ** getFieldDataPtr (void)
static void setNextActionMethodIndex (int index)
static int getNextActionMethodIndex (void)
static void incNextActionMethodIndex (void)
static void setCompatibilityTypes (const SoType &nodetype, const
    uint32_t bitmask)

🌟 Static Protected Member Functions inherited from SoBase 🌟

static uint32_t getCurrentWriteCounter (void)
static void staticDataLock (void)
static void staticDataUnlock (void)

🫢 Additional Inherited Members 🫢

The last little crumbs that come with the inheritance chain:

🌈 Protected Types inherited from SoBase 🌈

enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }

🌈 Protected Attributes inherited from SoNode 🌈

SbUniqueId uniqueId

and that's the end of part one, bestie β€” the declarations are fully declared. πŸ’… Part two is coming, so don't go anywhere. πŸ¦‹

Protected Attributes inherited from SoFieldContainer

  • SbBool isBuiltIn β€” yeah it's protected, it's inherited, it's giving legacy-library energy πŸ’…

Static Protected Attributes inherited from SoNode

  • static SbUniqueId nextUniqueId = 1
  • static int nextActionMethodIndex = 0

✨ DETAILED DESCRIPTION ✨

Okay bestie, listen up, because SoCamera is the moment. πŸ’–

The SoCamera class is the abstract base class for camera definition nodes.

To be able to view a scene, one needs to have a camera in the scene graph. A camera node will set up the projection and viewing matrices for rendering of the geometry in the scene.

This node just defines the abstract interface by collecting common fields that all camera type nodes needs. Use the non-abstract camera node subclasses within a scene graph. The ones that are default part of the Coin library are SoPerspectiveCamera and SoOrthographicCamera, which uses the two different projections given by their name.

🫢 Note that the viewer components of the GUI glue libraries of Coin (SoXt, SoQt, SoWin, etc) will automatically insert a camera into a scene graph if none has been defined. So like, no cap, you don't have to do it yourself if you don't wanna.

It is possible to have more than one camera in a scene graph. One common trick is for instance to use a second camera to display static geometry or overlay geometry (e.g. for head-up displays ("HUD")), as shown by this example code:

#include <Inventor/Qt/SoQt.h>
#include <Inventor/Qt/viewers/SoQtExaminerViewer.h>
#include <Inventor/nodes/SoNodes.h>

int
main(int argc, char ** argv)
{
  QWidget * mainwin = SoQt::init(argv[0]);

  SoSeparator * root = new SoSeparator;
  root->ref();

  // Adds a camera and a red cone. The first camera found in the
  // scene graph by the SoQtExaminerViewer will be picked up and
  // initialized automatically.

  root->addChild(new SoPerspectiveCamera);
  SoMaterial * material = new SoMaterial;
  material->diffuseColor.setValue(1.0, 0.0, 0.0);
  root->addChild(material);
  root->addChild(new SoCone);

  // Set up a second camera for the remaining geometry. This camera
  // will not be picked up and influenced by the viewer, so the
  // geometry will be kept static.

  SoPerspectiveCamera * pcam = new SoPerspectiveCamera;
  pcam->position = SbVec3f(0, 0, 5);
  pcam->nearDistance = 0.1;
  pcam->farDistance = 10;
  root->addChild(pcam);

  // Adds a green cone to demonstrate static geometry.

  SoMaterial * greenmaterial = new SoMaterial;
  greenmaterial->diffuseColor.setValue(0, 1.0, 0.0);
  root->addChild(greenmaterial);
  root->addChild(new SoCone);

  SoQtExaminerViewer * viewer = new SoQtExaminerViewer(mainwin);
  viewer->setSceneGraph(root);
  viewer->show();

  SoQt::show(mainwin);
  SoQt::mainLoop();

  delete viewer;
  root->unref();
  return 0;
}
πŸ’€ NB: The support for multiple cameras in Coin is limited, and problems with multiple cameras will be considered fixed on a case by case basis. So don't come for her, she's doing her best.

🌸 MEMBER ENUMERATION DOCUMENTATION 🌸

enum SoCamera::ViewportMapping

Enumerates the available possibilities for how the render frame should map the viewport.

enum SoCamera::StereoMode

Enumerates the possible stereo modes.

Enumerator

  • MONOSCOPIC β€” No stereo.
  • LEFT_VIEW β€” Left view.
  • RIGHT_VIEW β€” Right view.

πŸŽ€ CONSTRUCTOR & DESTRUCTOR DOCUMENTATION πŸŽ€

SoCamera::SoCamera (void ) [protected]

Constructor.

SoCamera::~SoCamera () [protected], [virtual]

Destructor.


πŸ’– MEMBER FUNCTION DOCUMENTATION πŸ’–

SoType SoCamera::getClassTypeId (void ) [static]

This static method returns the SoType object associated with objects of this class.

SoType SoCamera::getTypeId (void ) const [virtual]

Returns the type identification of an object derived from a class inheriting SoBase. This is used for runtime type checking and "downward" casting.

Implements SoBase.

Reimplemented in SoFrustumCamera, SoOrthographicCamera, SoPerspectiveCamera, and SoReversePerspectiveCamera.

const SoFieldData ** SoCamera::getFieldDataPtr (void ) [static], [protected]

This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.

Returns the SoFieldData class which holds information about fields in this node.

const SoFieldData * SoCamera::getFieldData (void ) const [protected], [virtual]

Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.

Reimplemented from SoFieldContainer.

Reimplemented in SoFrustumCamera, SoOrthographicCamera, SoPerspectiveCamera, and SoReversePerspectiveCamera.

SbViewVolume SoCamera::getViewVolume (const SbViewportRegion & vp, SbViewportRegion & resultvp, const SbMatrix & mm = SbMatrix::identity()) const

Convenience method which returns the actual view volume used when rendering, adjusted for the current viewport mapping.

Supply the view's viewport in vp. If the viewport mapping is one of CROP_VIEWPORT_FILL_FRAME, CROP_VIEWPORT_LINE_FRAME or CROP_VIEWPORT_NO_FRAME, resultvp will be modified to contain the resulting viewport.

If you got any transformations in front of the camera, mm should contain this transformation.

Since: Coin 4.0 ✨

void SoCamera::pointAt (const SbVec3f & targetpoint)

Reorients the camera so that it points towards targetpoint. The positive Y-axis is used as the up vector of the camera, unless the new camera direction is parallel to this axis, in which case the positive Z-axis will be used instead.

void SoCamera::pointAt (const SbVec3f & targetpoint, const SbVec3f & upvector)

Reorients the camera so that it points towards targetpoint, using upvector as the camera up vector.

πŸ¦‹ This function is an extension for Coin, and it is not available in the original SGI Open Inventor v2.1 API. Coin girlies only, iykyk.

virtual void SoCamera::scaleHeight (float scalefactor) [pure virtual]

Sets a scalefactor for the height of the camera viewport. What "viewport height" means exactly in this context depends on the camera model. See documentation in subclasses.

Implemented in SoFrustumCamera, SoOrthographicCamera, and SoPerspectiveCamera.

virtual SbViewVolume SoCamera::getViewVolume (float useaspectratio = 0.0f) const [pure virtual]

Returns total view volume covered by the camera under the current settings.

This view volume is not adjusted to account for viewport mapping. If you want the same view volume as the one used during rendering, you should use getViewVolume(SbViewportRegion & vp, const SbMatrix & mm), or do something like this:

SbViewVolume vv;
float aspectratio = myviewport.getViewportAspectRatio();

switch (camera->viewportMapping.getValue()) {
case SoCamera::CROP_VIEWPORT_FILL_FRAME:
case SoCamera::CROP_VIEWPORT_LINE_FRAME:
case SoCamera::CROP_VIEWPORT_NO_FRAME:
  vv = camera->getViewVolume(0.0f);
  break;
case SoCamera::ADJUST_CAMERA:
  vv = camera->getViewVolume(aspectratio);
  if (aspectratio < 1.0f) vv.scale(1.0f / aspectratio);
  break;
case SoCamera::LEAVE_ALONE:
  vv = camera->getViewVolume(0.0f);
  break;
default:
  assert(0 && "unknown viewport mapping");
  break;
}

Also, for the CROPPED viewport mappings, the viewport might be changed if the viewport aspect ratio is not equal to the camera aspect ratio. See the SoCamera::getView() source-code (private method) to see how this is done.

Implemented in SoFrustumCamera, SoOrthographicCamera, and SoPerspectiveCamera.

void SoCamera::viewAll (SoNode *const sceneroot, const SbViewportRegion & vpregion, const float slack = 1.0f)

Position the camera so that all geometry of the scene from sceneroot is contained in the view volume of the camera, while keeping the camera orientation constant.

Finds the bounding box of the scene and calls SoCamera::viewBoundingBox(). A bounding sphere will be calculated from the scene bounding box, so the camera will "view all" even when the scene is rotated, in any way. πŸ”₯

The slack argument gives a multiplication factor to the distance the camera is supposed to move out from the sceneroot mid-point.

A value less than 1.0 for the slack argument will therefore cause the camera to come closer to the scene, a value of 1.0 will position the camera as exactly outside the scene bounding sphere, and a value larger than 1.0 will give "extra slack" versus the scene bounding sphere.

void SoCamera::viewAll (SoPath *const path, const SbViewportRegion & vpregion, const float slack = 1.0f)

Position the camera so all geometry of the scene in path is contained in the view volume of the camera.

Finds the bounding box of the scene and calls SoCamera::viewBoundingBox().

SbViewportRegion SoCamera::getViewportBounds (const SbViewportRegion & region) const

Based in the SoCamera::viewportMapping setting, convert the values of region to the viewport region we will actually render into.

void SoCamera::setStereoMode (StereoMode mode)

Sets the stereo mode.

SoCamera::StereoMode SoCamera::getStereoMode (void ) const

Returns the stereo mode.

void SoCamera::setStereoAdjustment (float adjustment)

Sets the stereo adjustment. This is the distance between the left and right "eye" when doing stereo rendering. πŸ‘€

When doing stereo rendering, Coin will render two views, one for the left eye, and one for the right eye. The stereo adjustment is, a bit simplified, how much the camera is translated along the local X-axis between the left and the right view.

The default distance is 0.1, which is chosen since it is the approximate distance between the human eyes.

To create a nice looking and visible stereo effect, the application programmer will often have to adjust this value. If all you want to do is examine simple standalone 3D objects, it is possible to calculate a stereo offset based on the bounding box of the 3D model (or scale the model down to an appropriate size).

However, if you have a large scene, where you want to fly around in the scene, and see stereo on different objects as you approach them, you can't calculate the stereo offset based on the bounding box of the scene, but rather use a stereo offset based on the scale of the individual objects/details you want to examine.

πŸ“ Please note that it is important to set a sensible focal distance when doing stereo rendering. See setBalanceAdjustment() for information about how the focal distance affects the stereo rendering.

See also: setBalanceAdjustment()

float SoCamera::getStereoAdjustment (void ) const

Returns the stereo adjustment.

See also: setStereoAdjustment()

void SoCamera::setBalanceAdjustment (float adjustment)

Sets the stereo balance adjustment. This is a factor that enables you to move the zero parallax plane. Geometry in front of the zero parallax plane will appear to be in front of the screen.

okay so bestie, the balance adjustment gets multiplied with the focal distance to find the zero parallax plane. default value is 1.0, and then the zero parallax plane is literally at the focal point. πŸ’…

See also: SoCamera::focalDistance


float SoCamera::getBalanceAdjustment (void ) const

Returns the stereo balance adjustment. that's it, that's the whole vibe. πŸŽ€

See also: setBalanceAdjustment()


void SoCamera::doAction (SoAction * action) [virtual]

This function performs the typical operation of a node for any action. lowkey the standard move. ✨

Reimplemented from SoNode.


void SoCamera::callback (SoCallbackAction * action) [virtual]

Action method for SoCallbackAction. Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph. no cap, that's the whole point. πŸ¦‹

Reimplemented from SoNode.


void SoCamera::GLRender (SoGLRenderAction * action) [virtual]

Action method for the SoGLRenderAction. This is called during rendering traversals. Nodes influencing the rendering state in any way or want to throw geometry primitives at OpenGL override this method. it's giving main character energy during render passes. πŸ”₯

Reimplemented from SoNode.


void SoCamera::audioRender (SoAudioRenderAction * action) [virtual]

Action method for SoAudioRenderAction. Does common processing for SoAudioRenderAction action instances. periodt. 🎧

Reimplemented from SoNode.


void SoCamera::getBoundingBox (SoGetBoundingBoxAction * action) [virtual]

Action method for the SoGetBoundingBoxAction. Calculates bounding box and center coordinates for node and modifies the values of the action to encompass the bounding box for this node and to shift the center point for the scene more towards the one for this node. Nodes influencing how geometry nodes calculate their bounding box also override this method to change the relevant state variables. it's all about that center-point shift, bestie. πŸ’–

Reimplemented from SoNode.


void SoCamera::getMatrix (SoGetMatrixAction * action) [virtual]

Action method for SoGetMatrixAction. Updates action by accumulating with the transformation matrix of this node (if any). simple as that. ✨

Reimplemented from SoNode.


void SoCamera::handleEvent (SoHandleEventAction * action) [virtual]

Picking actions can be triggered during handle event action traversal, and to do picking we need to know the camera state. so yeah, camera state is the moment. πŸ™ˆ

See also: SoCamera::rayPick()

Reimplemented from SoNode.


void SoCamera::rayPick (SoRayPickAction * action) [virtual]

Action method for SoRayPickAction. Checks the ray specification of the action and tests for intersection with the data of the node. Nodes influencing relevant state variables for how picking is done also override this method. vibe check those rays. πŸ”₯

Reimplemented from SoNode.


void SoCamera::getPrimitiveCount (SoGetPrimitiveCountAction * action) [virtual]

Action method for the SoGetPrimitiveCountAction. Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action. Nodes influencing how geometry nodes calculate their primitive count also override this method to change the relevant state variables. counting primitives like it's a flex. πŸ’…

Reimplemented from SoNode.


virtual void SoCamera::viewBoundingBox (const SbBox3f & box, float aspect, float slack) [pure virtual]

Convenience method for setting up the camera definition to cover the given bounding box with the given aspect ratio. Multiplies the exact dimensions with a slack factor to have some space between the rendered model and the borders of the rendering area.

If you define your own camera node class, be aware that this method should not set the orientation field of the camera, only the position, focal distance and near and far clipping planes. so don't touch the orientation, okay? 🫢

Implemented in SoFrustumCamera, SoOrthographicCamera, and SoPerspectiveCamera.


void SoCamera::jitter (int numpasses, int curpass, const SbViewportRegion & vpreg, SbVec3f & jitteramount) const [protected], [virtual]

"Jitter" the camera according to the current rendering pass (curpass), to get an antialiased rendering of the scene when doing multipass rendering. it's giving smooth, iconic, no jagged edges. ✨


✨ Member Data Documentation ✨

SoSFEnum SoCamera::viewportMapping

Set up how the render frame should map the viewport. The default is SoCamera::ADJUST_CAMERA. that's the default vibe. πŸ’…

SoSFVec3f SoCamera::position

Camera position. Defaults to <0,0,1>. yes, bestie, that's the starting point. πŸŽ€

SoSFRotation SoCamera::orientation

Camera orientation specified as a rotation value from the default orientation where the camera is pointing along the negative Z-axis, with "up" along the positive Y-axis.

E.g., to rotate the camera to point along the X-axis:

mycamera->orientation.setValue(SbRotation(SbVec3f(0, 1, 0), M_PI / 2.0f));

For queries, e.g. to get the current "up" and "look at" vectors of the camera:

SbRotation camrot = mycamera->orientation.getValue();

SbVec3f upvec(0, 1, 0); // init to default up vector
camrot.multVec(upvec, upvec);

SbVec3f lookat(0, 0, -1); // init to default view direction vector
camrot.multVec(lookat, lookat);

SoSFFloat SoCamera::aspectRatio

Aspect ratio for the camera (i.e. width / height). Defaults to 1.0. periodt. πŸ¦‹

SoSFFloat SoCamera::nearDistance

Distance from camera position to the near clipping plane in the camera's view volume.

Default value is 1.0. Value must be larger than 0.0, or it will not be possible to construct a valid viewing volume (for perspective rendering, at least). so like, do not play with that. 🫢

If you use one of the viewer components from the So[Xt|Qt|Win|Gtk] GUI libraries provided Kongsberg Oil & Gas Technologies, they will automatically update this value for the scene camera according to the scene bounding box. Ditto for the far clipping plane.

See also: SoCamera::farDistance

SoSFFloat SoCamera::farDistance

Distance from camera position to the far clipping plane in the camera's view volume.

Default value is 10.0. Must be larger than the SoCamera::nearDistance value, or it will not be possible to construct a valid viewing volume. no cap, they gotta be in the right order. πŸ’€

Note that the range [nearDistance, farDistance] decides the dynamic range of the z-buffer in the underlying polygon-rendering rasterizer. What this means is that if the near and far clipping planes of the camera are wide apart, the possibility of visual artifacts will increase. The artifacts will manifest themselves in the form of flickering of primitives close in depth.

It is therefore a good idea to keep the near and far clipping planes of your camera(s) as closely fitted around the geometry of the scene graph as possible. like, snuggle those planes around your geometry. πŸ”₯

See also: SoCamera::nearDistance, SoPolygonOffset

SoSFFloat SoCamera::focalDistance

Distance from camera position to center of scene. that's the focal point, bestie. πŸ’–


✨ Author ✨

Generated automatically by Doxygen for Coin from the source code.


and that's the whole manual page, bestie. this was Coin version 4.0.10, dated Thu Jun 25 2026 00:00:00, and the page is SoCamera(3). slay, you made it to the end. πŸ’…βœ¨πŸŽ€

πŸ“¦ where this page comes from