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Source/Samples/121_CameraOperator/CameraOperator.h
70 строк
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gleblebedev
Helper component to move camera in a position where area of the world takes most of the screen. (#668)
02 май 2024, 11:11
Не верифицирован
02 май 2024, 11:11
0264f88
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// // Copyright (c) 2023-2023 the rbfx project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Sample.h" #include "Urho3D/Scene/ShakeComponent.h" namespace Urho3D { class Node; class Scene; class CameraOperator; } // namespace Urho3D /// Camera operator sample. /// This sample demonstrates: /// - How camera operator tracks objects in space to keep them in camera view /// - How camera operator parameters work class CameraOperatorSample : public Sample { URHO3D_OBJECT(CameraOperatorSample, Sample); public: /// Construct. explicit CameraOperatorSample(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; void Update(float timeStep) override; void TrackCubeAToggled(VariantMap& args); void TrackCubeBToggled(VariantMap& args); void OrthographicToggled(VariantMap& args); private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up a viewport for displaying the scene. void SetupViewport(); CameraOperator* cameraOperator_{}; Node* cubeA_{}; Node* cubeB_{}; float angle_{}; };