package Ogre::Camera; use strict; use warnings; use Ogre::Frustum; our @ISA = qw(Ogre::Frustum); 1; __END__ =head1 NAME Ogre::Camera =head1 SYNOPSIS use Ogre; use Ogre::Camera; # (for now see examples/README.txt) =head1 DESCRIPTION See the online API documentation at L B this Perl binding is currently I and subject to API changes. =head1 INSTANCE METHODS =head2 $obj->getSceneManager() I =over =item SceneManager * =back =head2 $obj->getName() I =over =item String =back =head2 $obj->setPolygonMode($sd) I =over =item $sd : int =back I =over =item void =back =head2 $obj->getPolygonMode() I =over =item int =back =head2 $obj->setPosition(...) I =over =item ... : this varies... (sorry, look in the .xs file) =back I =over =item void =back =head2 $obj->getPosition() I =over =item Vector3 * =back =head2 $obj->move($vec) I =over =item $vec : Vector3 * =back I =over =item void =back =head2 $obj->moveRelative($vec) I =over =item $vec : Vector3 * =back I =over =item void =back =head2 $obj->setDirection(...) I =over =item ... : this varies... (sorry, look in the .xs file) =back I =over =item void =back =head2 $obj->lookAt(...) I =over =item ... : this varies... (sorry, look in the .xs file) =back I =over =item void =back =head2 $obj->roll($angle) I =over =item $angle : Degree (or Radian) * =back I =over =item void =back =head2 $obj->yaw($angle) I =over =item $angle : Degree (or Radian) * =back I =over =item void =back =head2 $obj->pitch($angle) I =over =item $angle : Degree (or Radian) * =back I =over =item void =back =head2 $obj->rotate($q) I =over =item $q : Quaternion * =back I =over =item void =back =head2 $obj->setFixedYawAxis($useFixed, $fixedAxis) I =over =item $useFixed : bool =item $fixedAxis : Vector3 * =back I =over =item void =back =head2 $obj->setOrientation($q) I =over =item $q : Quaternion * =back I =over =item void =back =head2 $obj->getMovableType() I =over =item String =back =head2 $obj->setAutoTracking($enabled, $target=0, $offset=&Vector3::ZERO) I =over =item $enabled : bool =item $target=0 : SceneNode * =item $offset=&Vector3::ZERO : const Vector3 * =back I =over =item void =back =head2 $obj->setLodBias($Real factor=1.0) I =over =item $Real factor=1.0 : (no info available) =back I =over =item void =back =head2 $obj->getLodBias() I =over =item Real =back =head2 $obj->setWindow($Real Left, $Real Top, $Real Right, $Real Bottom) I =over =item $Real Left : (no info available) =item $Real Top : (no info available) =item $Real Right : (no info available) =item $Real Bottom : (no info available) =back I =over =item void =back =head2 $obj->resetWindow() I =over =item void =back =head2 $obj->isWindowSet() I =over =item bool =back =head2 $obj->getBoundingRadius() I =over =item Real =back =head2 $obj->getAutoTrackTarget() I =over =item SceneNode * =back =head2 $obj->getViewport() I =over =item Viewport * =back =head2 $obj->setAutoAspectRatio($bool autoratio) I =over =item $bool autoratio : (no info available) =back I =over =item void =back =head2 $obj->getAutoAspectRatio() I =over =item bool =back =head2 $obj->setCullingFrustum($frustum) I =over =item $frustum : Frustum * =back I =over =item void =back =head2 $obj->getCullingFrustum() I =over =item Frustum * =back =head2 $obj->getNearClipDistance() I =over =item Real =back =head2 $obj->getFarClipDistance() I =over =item Real =back =head2 $obj->setUseRenderingDistance($bool use) I =over =item $bool use : (no info available) =back I =over =item void =back =head2 $obj->getUseRenderingDistance() I =over =item bool =back =head1 AUTHOR Scott Lanning Eslanning@cpan.orgE For licensing information, see README.txt . =cut