Unigine::WidgetManipulator Class
Header: | #include <UnigineWidgets.h> |
Inherits from: | Widget |
This base class creates a draggable 3D manipulator.
See Also#
- For a usage example, see Using Manipulators to Transform Objects
WidgetManipulator Class
Members
static WidgetManipulatorPtr create ( const Ptr<Gui> & gui ) #
WidgetManipulator constructor. Creates a manipulator widget and adds it to the specified GUI.Arguments
static WidgetManipulatorPtr create ( ) #
WidgetManipulator constructor. Creates a manipulator widget and adds it to the Engine GUI.void setBasis ( const Math::Mat4 & basis ) #
Sets a basis of the coordinate system for the handler. It can either be the world coordinates (the identity matrix) or coordinates of the parent node if the manipulated node is a child.Arguments
- const Math::Mat4 & basis - Matrix, with columns specifying basis vectors.
Math::Mat4 getBasis ( ) const#
Returns the current basis of the coordinate system for the handler. It can either be the world coordinates (the identity matrix) or coordinates of the parent node if the manipulated node is a child.Return value
Matrix, with columns specifying basis vectors.void setColor ( const Math::vec4 & color ) #
Sets the color for a manipulator.Arguments
- const Math::vec4 & color - Manipulator color. The provided value is clamped to a range [0;1].
Math::vec4 getColor ( ) const#
Returns the current color for a manipulator.Return value
Manipulator color.void setMask ( int mask ) #
Hides axis arrows (along X, Y or Z) of the handler.Arguments
- int mask - 3-bit mask for axes.
int getMask ( ) const#
Returns a mask that hides axis arrows (along X, Y or Z) of the handler.Return value
3-bit mask for axes.void setModelview ( const Math::Mat4 & modelview ) #
Sets a model-view matrix for the handler.Arguments
- const Math::Mat4 & modelview - Model-view matrix.
Math::Mat4 getModelview ( ) const#
Returns the current projection matrix of the handler.Return value
Model-view matrix.void setProjection ( const Math::mat4 & projection ) #
Sets a projection matrix for the handler.Arguments
- const Math::mat4 & projection - Projection matrix.
Math::mat4 getProjection ( ) const#
Returns the current model-view matrix of the handler.Return value
Projection matrix.void setRenderGui ( const Ptr<Gui> & gui ) #
Sets the render GUI.Arguments
Ptr<Gui> getRenderGui ( ) const#
Returns the current render GUI.Return value
GUI smart pointer.void setSize ( int size ) #
Sets a handle size of the manipulator. Depending on the handle shape, this can be a radius or an altitude.Arguments
- int size - Size in pixels.
int getSize ( ) const#
Returns the current handle size of the manipulator. Depending on the handle shape, this can be a radius or an altitude.Return value
Size in pixels.void setStep ( float step ) #
Sets a step, which is used to align objects.Arguments
- float step - Step in units.
float getStep ( ) const#
Returns a step, which is used to align objects.Return value
Step in units.void setTransform ( const Math::Mat4 & transform ) #
Sets a transformation matrix for the handler.Arguments
- const Math::Mat4 & transform - Transformation matrix.
Math::Mat4 getTransform ( ) const#
Returns the current transformation matrix of the handler.Return value
Transformation matrix.int getFocusedAxis ( ) const#
Returns the number of the manipulator axis, that is currently in focus.Return value
Number of the manipulator axis, that is currently in focus. The values depend on the manipulator's type:- WidgetManipulatorRotator: one of the AXIS_* variables.
- WidgetManipulatorScaler: one of the AXIS_* variables.
- WidgetManipulatorTranslator: one of the AXIS_* variables.
bool isFocusAxis ( ) const#
Returns a value indicating if any axis of the manipulator is currently in focus.Return value
1 if any axis of the manipulator is currently in focus; otherwise, 0.Last update:
13.12.2021
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