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64
glcamera.h
64
glcamera.h
@@ -1,19 +1,19 @@
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/*
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QGL Camera
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Ivan Pelipenko peri4ko@yandex.ru
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QGL Camera
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Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef GLCAMERA_H
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@@ -22,29 +22,29 @@
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#include "globject.h"
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class Camera: public AimedObject
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{
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friend QDataStream & operator <<(QDataStream & s, const ObjectBase * p);
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friend QDataStream & operator >>(QDataStream & s, ObjectBase *& p);
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class Camera: public AimedObject {
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friend QDataStream & operator<<(QDataStream & s, const ObjectBase * p);
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friend QDataStream & operator>>(QDataStream & s, ObjectBase *& p);
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public:
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Camera();
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void setFOV(const float & f) {fov_ = f;}
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void setAngles(const QVector3D & a) {setRotation(a);}
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void setAngleZ(const float & a) {setRotationZ(a);}
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void setAngleXY(const float & a) {setRotationX(a);}
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void setAngleRoll(const float & a) {roll_ = a;}
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void setDepthStart(const float & d) {depth_start = d;}
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void setMirrorX(bool yes) {mirror_x = yes;}
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void setMirrorY(bool yes) {mirror_y = yes;}
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void setFOV(const float & f) { fov_ = f; }
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void setAngles(const QVector3D & a) { setRotation(a); }
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void setAngleZ(const float & a) { setRotationZ(a); }
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void setAngleXY(const float & a) { setRotationX(a); }
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void setAngleRoll(const float & a) { roll_ = a; }
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void setDepthStart(const float & d) { depth_start = d; }
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void setMirrorX(bool yes) { mirror_x = yes; }
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void setMirrorY(bool yes) { mirror_y = yes; }
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float FOV() const {return fov_;}
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float angleZ() const {return rotationZ();}
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float angleXY() const {return rotationX();}
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float angleRoll() const {return roll_;}
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float depthStart() const {return depth_start;}
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bool isMirrorX() const {return mirror_x;}
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bool isMirrorY() const {return mirror_y;}
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float FOV() const { return fov_; }
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float angleZ() const { return rotationZ(); }
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float angleXY() const { return rotationX(); }
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float angleRoll() const { return roll_; }
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float depthStart() const { return depth_start; }
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bool isMirrorX() const { return mirror_x; }
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bool isMirrorY() const { return mirror_y; }
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void assign(const Camera & c);
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virtual ObjectBase * clone(bool withChildren = true);
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@@ -52,7 +52,7 @@ public:
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QMatrix4x4 projectionMatrix(double aspect) const;
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QMatrix4x4 offsetMatrix() const;
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QMatrix4x4 fullViewMatrix() const {return viewMatrix() * offsetMatrix();}
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QMatrix4x4 fullViewMatrix() const { return viewMatrix() * offsetMatrix(); }
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private:
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mutable QVector3D offset_;
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