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@@ -310,7 +310,9 @@ public:
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/// \param [in] pEnable - if true then enable textures, false - disable textures.
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/// \param [in] pEnable - if true then enable textures, false - disable textures.
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void Enable_Textures(const bool pEnable);
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void Enable_Textures(const bool pEnable);
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- ///TODO: doc
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+ /// \fn void Enable_Axes(const bool pEnable)
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+ /// Control axes drawing.
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+ /// \param [in] pEnable - if true then enable axes, false - disable axes.
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void Enable_Axes(const bool pEnable) { this->mScene_AxesEnabled = pEnable; }
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void Enable_Axes(const bool pEnable) { this->mScene_AxesEnabled = pEnable; }
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/********************************************************************/
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/********************************************************************/
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@@ -350,19 +352,23 @@ public:
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/// \param [in] pCamera_Index - index of the camera (\ref aiScene::mCameras).
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/// \param [in] pCamera_Index - index of the camera (\ref aiScene::mCameras).
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void Camera_Set(const size_t pCameraNumber);
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void Camera_Set(const size_t pCameraNumber);
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- /// \fn void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z)
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+ /// \fn void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial)
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/// Rotate scene around axisees.
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/// Rotate scene around axisees.
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/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
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/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
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/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
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/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
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/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
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/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
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- void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z);
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+ /// \param [in] pMatrix_Rotation_Initial - matrix from which calculates new transformation matrix. If not set (equal to nullptr) then current transformation matrix
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+ /// will be used.
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+ void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial = nullptr);
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- /// \fn void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z)
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+ /// \fn void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial = nullptr)
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/// Rotate camera around axisees.
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/// Rotate camera around axisees.
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/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
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/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
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/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
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/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
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/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
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/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
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- void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z);
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+ /// \param [in] pMatrix_Rotation_Initial - matrix from which calculates new transformation matrix. If not set (equal to nullptr) then current transformation matrix
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+ /// will be used.
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+ void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial = nullptr);
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/// \fn void Camera_Translate(const size_t pTranslate_X, const size_t pTranslate_Y, const size_t pTranslate_Z)
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/// \fn void Camera_Translate(const size_t pTranslate_X, const size_t pTranslate_Y, const size_t pTranslate_Z)
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/// Translate camera along axises. In local coordinates.
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/// Translate camera along axises. In local coordinates.
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@@ -371,6 +377,13 @@ public:
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/// \param [in] pTranslate_Z - specifies the Z coordinate of translation vector.
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/// \param [in] pTranslate_Z - specifies the Z coordinate of translation vector.
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void Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z);
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void Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z);
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+ /// \fn void Camera_Matrix(aiMatrix4x4& pRotation_Camera, aiMatrix4x4& pRotation_Scene, aiVector3D& pTranslation_Camera)
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+ /// Return data about camera position in world.
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+ /// \param [out] pRotation_Camera - rotation matrix which set rotation angles of the scene around camera.
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+ /// \param [out] pRotation_Scene - rotation matrix which set rotation angles of the scene around own center.
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+ /// \param [out] pTranslation_Camera - translation vector from camera to the scene.
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+ void Camera_Matrix(aiMatrix4x4& pRotation_Camera, aiMatrix4x4& pRotation_Scene, aiVector3D& pTranslation_Camera);
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+
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signals:
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signals:
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/// \fn void Paint_Finished(const size_t pPaintTime, const GLfloat pDistance)
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/// \fn void Paint_Finished(const size_t pPaintTime, const GLfloat pDistance)
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