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virtual FilterModes getViewFilterMode(void) {return (FilterModes)0;} ///< Turns on viewport special effect (black & white mode)
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virtual FilterTypes getViewFilterType(void) {return (FilterTypes)0;} ///< Turns on viewport special effect (black & white mode)
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virtual Bool setViewFilterMode(FilterModes filterMode) { returnFALSE; } ///< Turns on viewport special effect (black & white mode)
@@ -157,16 +161,16 @@ class View : public Snapshot
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virtualvoidsetFadeParameters(Int fadeFrames, Int direction) { };
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virtualvoidset3DWireFrameMode(Bool enable) { };
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virtualvoidresetCamera(const Coord3D *location, Int frames) {}; ///< Move camera to location, and reset to default angle & zoom.
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virtualvoidrotateCamera(Real rotations, Int frames) {}; ///< Rotate camera about current viewpoint.
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virtualvoidrotateCameraTowardObject(ObjectID id, Int milliseconds, Int holdMilliseconds) {}; ///< Rotate camera to face an object, and hold on it
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virtualvoidrotateCameraTowardPosition(const Coord3D *pLoc, Int milliseconds) {}; ///< Rotate camera to face a location.
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virtualvoidresetCamera(const Coord3D *location, Int frames, Real easeIn=0.0f, Real easeOut=0.0f) {}; ///< Move camera to location, and reset to default angle & zoom.
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virtualvoidrotateCamera(Real rotations, Int frames, Real easeIn=0.0f, Real easeOut=0.0f) {}; ///< Rotate camera about current viewpoint.
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virtualvoidrotateCameraTowardObject(ObjectID id, Int milliseconds, Int holdMilliseconds, Real easeIn=0.0f, Real easeOut=0.0f) {}; ///< Rotate camera to face an object, and hold on it
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virtualvoidrotateCameraTowardPosition(const Coord3D *pLoc, Int milliseconds, Real easeIn=0.0f, Real easeOut=0.0f, Bool reverseRotation=FALSE) {}; ///< Rotate camera to face a location.
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virtual Bool isTimeFrozen(void){ returnfalse;} ///< Freezes time during the next camera movement.
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virtual Int getTimeMultiplier(void) {return1;}; ///< Get the time multiplier.
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virtualvoidsetTimeMultiplier(Int multiple) {}; ///< Set the time multiplier.
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virtualvoidsetDefaultView(Real pitch, Real angle, Real maxHeight) {};
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virtualvoidzoomCamera( Real finalZoom, Int milliseconds ) {};
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virtualvoidpitchCamera( Real finalPitch, Int milliseconds ) {};
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virtualvoidzoomCamera( Real finalZoom, Int milliseconds, Real easeIn=0.0f, Real easeOut=0.0f ) {};
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virtualvoidpitchCamera( Real finalPitch, Int milliseconds, Real easeIn=0.0f, Real easeOut=0.0f ) {};
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virtualvoidsetAngle( Real angle ); ///< Rotate the view around the up axis to the given angle
virtualvoidresetCamera(const Coord3D *location, Int frames, Real easeIn, Real easeOut); ///< Move camera to location, and reset to default angle & zoom.
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virtualvoidrotateCamera(Real rotations, Int frames, Real easeIn, Real easeOut); ///< Rotate camera about current viewpoint.
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virtualvoidrotateCameraTowardObject(ObjectID id, Int milliseconds, Int holdMilliseconds, Real easeIn, Real easeOut); ///< Rotate camera to face an object, and hold on it
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virtualvoidrotateCameraTowardPosition(const Coord3D *pLoc, Int milliseconds, Real easeIn, Real easeOut, Bool reverseRotation); ///< Rotate camera to face a location.
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virtualvoidcameraModFreezeTime(void){ m_freezeTimeForCameraMovement = true;} ///< Freezes time during the next camera movement.
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virtualvoidcameraModFreezeAngle(void); ///< Freezes time during the next camera movement.
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virtual Bool isTimeFrozen(void){ return m_freezeTimeForCameraMovement;} ///< Freezes time during the next camera movement.
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virtualvoidcameraModFinalZoom(Real finalZoom); ///< Final zoom for current camera movement.
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virtualvoidcameraModFinalZoom(Real finalZoom, Real easeIn, Real easeOut);///< Final zoom for current camera movement.
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virtualvoidcameraModRollingAverage(Int framesToAverage); ///< Number of frames to average movement for current camera movement.
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virtualvoidcameraModFinalTimeMultiplier(Int finalMultiplier); ///< Final time multiplier for current camera movement.
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virtualvoidcameraModFinalPitch(Real finalPitch); ///< Final pitch for current camera movement.
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virtualvoidcameraModFinalPitch(Real finalPitch, Real easeIn, Real easeOut);///< Final pitch for current camera movement.
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virtualvoidcameraModLookToward(Coord3D *pLoc); ///< Sets a look at point during camera movement.
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virtualvoidcameraModFinalLookToward(Coord3D *pLoc); ///< Sets a look at point during camera movement.
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virtualvoidcameraModFinalMoveTo(Coord3D *pLoc); ///< Sets a final move to.
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