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@@ -56,13 +56,6 @@ extern "C" {
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/** Helper structure to describe a virtual camera.
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/** Helper structure to describe a virtual camera.
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*
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*
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* Cameras have a representation in the node graph and can be animated.
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* Cameras have a representation in the node graph and can be animated.
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- * Note - some file formats (such as 3DS, ASE) export a "target point" -
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- * the point the camera is looking at (it can even be animated). Assimp
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- * writes the target point as a subnode of the camera's main node,
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- * called "<camName>.Target". However, this is just additional information
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- * then, the transformation tracks of the camera main node make the
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- * camera already look in the right direction.
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- * <br>
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* An important aspect is that the camera itself is also part of the
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* An important aspect is that the camera itself is also part of the
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* scenegraph. This means, any values such as the look-at vector are not
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* scenegraph. This means, any values such as the look-at vector are not
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* *absolute*, they're <b>relative</b> to the coordinate system defined
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* *absolute*, they're <b>relative</b> to the coordinate system defined
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@@ -70,7 +63,7 @@ extern "C" {
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* animations. For static cameras parameters like the 'look-at' or 'up' vectors
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* animations. For static cameras parameters like the 'look-at' or 'up' vectors
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* are usually specified directly in aiCamera, but beware, they could also
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* are usually specified directly in aiCamera, but beware, they could also
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* be encoded in the node transformation. The following (pseudo)code sample
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* be encoded in the node transformation. The following (pseudo)code sample
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- * shows how to do it:
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+ * shows how to do it: <br><br>
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* @code
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* @code
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* // Get the camera matrix for a camera at a specific time
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* // Get the camera matrix for a camera at a specific time
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* // if the node hierarchy for the camera does not contain
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* // if the node hierarchy for the camera does not contain
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@@ -93,6 +86,13 @@ extern "C" {
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* cam = mult-matrices (cam, get-camera-matrix(cmt) )
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* cam = mult-matrices (cam, get-camera-matrix(cmt) )
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* }
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* }
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* @endcode
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* @endcode
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+ *
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+ * @note some file formats (such as 3DS, ASE) export a "target point" -
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+ * the point the camera is looking at (it can even be animated). Assimp
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+ * writes the target point as a subnode of the camera's main node,
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+ * called "<camName>.Target". However this is just additional information
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+ * then, the transformation tracks of the camera main node make the
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+ * camera already look in the right direction.
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*
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*
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*/
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*/
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struct aiCamera
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struct aiCamera
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