FisheyeMaker

class FisheyeMaker

Bases: Namable

This class is similar to CardMaker, but instead of generating ordinary cards, it generates a circular rose that represents the projection of a 3-D scene through a fisheye lens. The texture coordinates of the rose are defined so that each 2-D vertex has a 3-D UVW that reflects the corresponding position in 3-D space of that particular vertex.

This class is particularly suited for converting cube maps to sphere maps.

Inheritance diagram

Inheritance diagram of FisheyeMaker

explicit FisheyeMaker(std::string const &name)
FisheyeMaker(FisheyeMaker const&) = default
PointerTo<PandaNode> generate(void)

Generates a GeomNode that renders the specified geometry.

void reset(void)

Resets all the parameters to their initial defaults.

void set_fov(PN_stdfloat fov)

Specifies the field of view of the fisheye projection. A sphere map will have a 360-degree field of view (and this is the default).

void set_num_vertices(int num_vertices)

Specifies the approximate number of vertices to be used to generate the rose. This is the approximate number of vertices that will be located within the rose’s unit circle, not counting the inscribing square (if any). The actual number of vertices used may be +/- 25% of this value.

void set_reflection(bool reflection)

Sets the flag indicating whether the texture image should be mirrored (true) or normal (false). When this is true, the 3-D texture coordinates will be reversed so that the image is appropriate for a reflection. This is the best choice for generating a sphere map from a cube map. The default is false.

void set_square_inscribed(bool square_inscribed, PN_stdfloat square_radius)

Sets the flag that indicates whether the rose should be inscribed within a square. When this is true, an additional square is generated to inscribed the circular rose, with the indicated “radius” (the sides of the square will be 2 * square_radius). The texture coordinates of the square will uniformly map to the back pole of the cube map.

This is mainly useful to provide a good uniform background color for a sphere map so that it does not have a sharp circular edge that might produce artifacts due to numerical imprecision when mapping.