org.graphstream.ui.view.camera.Backend Maven / Gradle / Ivy
/*
* This file is part of GraphStream .
*
* GraphStream is a library whose purpose is to handle static or dynamic
* graph, create them from scratch, file or any source and display them.
*
* This program is free software distributed under the terms of two licenses, the
* CeCILL-C license that fits European law, and the GNU Lesser General Public
* License. You can use, modify and/ or redistribute the software under the terms
* of the CeCILL-C license as circulated by CEA, CNRS and INRIA at the following
* URL or under the terms of the GNU LGPL as published by
* the Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see .
*
* The fact that you are presently reading this means that you have had
* knowledge of the CeCILL-C and LGPL licenses and that you accept their terms.
*/
/**
* @since 2018-01-18
*
* @author Hicham Brahimi
* @author Yoann Pigné
*/
package org.graphstream.ui.view.camera;
import org.graphstream.ui.geom.Point3;
/**
* Class used by DefaultCamera, implementation in gs-ui-...
*/
public interface Backend {
/**
* Transform a point in graph units into pixel units.
*
* @return the transformed point.
*/
Point3 transform(double x, double y, double z);
/**
* Pass a point in transformed coordinates (pixels) into the reverse transform
* (into graph units).
*
* @return the transformed point.
*/
Point3 inverseTransform(double x, double y, double z);
/**
* Transform a point in graph units into pixel units, the given point is
* transformed in place and also returned.
*/
Point3 transform(Point3 p);
/**
* Transform a point in pixel units into graph units, the given point is
* transformed in place and also returned.
*/
Point3 inverseTransform(Point3 p);
/**
* Push the actual transformation on the matrix stack, installing a copy of it
* on the top of the stack.
*/
void pushTransform();
/** Begin the work on the actual transformation matrix. */
void beginTransform();
/** Make the top-most matrix as an identity matrix. */
void setIdentity();
/** Multiply the to-most matrix by a translation matrix. */
void translate(double tx, double ty, double tz);
/** Multiply the top-most matrix by a rotation matrix. */
void rotate(double angle, double ax, double ay, double az);
/** Multiply the top-most matrix by a scaling matrix. */
void scale(double sx, double sy, double sz);
/**
* End the work on the actual transformation matrix, installing it as the actual
* modelview matrix. If you do not call this method, all the scaling,
* translation and rotation are lost.
*/
void endTransform();
/**
* Pop the actual transformation of the matrix stack, restoring the previous one
* in the stack.
*/
void popTransform();
/** Enable or disable anti-aliasing. */
void setAntialias(Boolean on);
/** Enable or disable the hi-quality mode. */
void setQuality(Boolean on);
}